User prompt
No matter how long you press and hold the keys, they will disappear when you relase them
User prompt
make the finish score 100k
User prompt
Normal keys and hold keys stay on the red line, move down and deal damage ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add animation to hold down keys and make particles appear. Also, hold down and normal keys pass through the red line and deal damage. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
There should be a certain limit on the keys that can be held down for 2 seconds, so that it gives more points and disappears, and it should also be longer. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Red keys should pass the red line and go down
User prompt
The red keys should pass through the red line but not take our life. Also, the red keys we press should both take our life and disappear with an animation. By the way, the hold-down keys didn't work, again, it's only done by clicking. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
All keys are under the normal key asset, each of them will have a separate asset, and if the trap keys cross the red line, we will not be hurt, also the hold key keys do not work, they are pressed once like a normal key. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The colors of the trap keys should be red and the length of the keys that I need to press for a long time should be longer
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(self).to({' Line Number: 61 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The same thing happened again. If I press the piano keys before they reach the red line, my score increases and the piano key disappears with an animation.
User prompt
i dont like it because the keys are bugged i touch the keys and keys will kill me
Code edit (1 edits merged)
Please save this source code
User prompt
Piano Rush - Don't Cross the Line
Initial prompt
Make me a piano game. You have to press the keys without crossing a certain line. Some keys should be held down, some should be trap keys. We should have 2 lives and a score on top. When you die, a try again button and a score should appear. Click on it on mobile, press it with A, S, D, F, and the spacebar on the computer.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var PianoKey = Container.expand(function (type, lane) {
var self = Container.call(this);
self.type = type; // 'normal', 'hold', 'trap'
self.lane = lane; // 0-4 for 5 lanes
self.speed = 8;
self.isActive = true;
self.isHeld = false;
self.hasBeenHit = false;
self.isPressed = false;
// Create visual based on type
var assetName = type + 'Key';
var keyGraphics = self.attachAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
if (self.isActive) {
self.y += self.speed;
}
};
self.hit = function () {
if (self.hasBeenHit) return {
success: false,
isTrap: false
};
self.hasBeenHit = true;
if (self.type === 'normal') {
self.isActive = false;
LK.getSound('keyHit').play();
LK.setScore(LK.getScore() + 10);
// Add fade out animation for successful hit
tween(self, {
alpha: 0,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
onFinish: function onFinish() {
self.destroy();
}
});
return {
success: true,
isTrap: false
};
} else if (self.type === 'hold') {
if (!self.isPressed) {
self.isPressed = true;
self.isHeld = true;
LK.getSound('keyHit').play();
keyGraphics.tint = 0x90ee90; // Light green to show it's being held
}
return {
success: true,
isTrap: false
};
} else if (self.type === 'trap') {
self.isActive = false;
LK.getSound('trapHit').play();
return {
success: false,
isTrap: true
}; // Trap hit is bad
}
return {
success: false,
isTrap: false
};
};
self.release = function () {
if (self.type === 'hold' && self.isHeld && self.isPressed) {
self.isActive = false;
self.isHeld = false;
LK.setScore(LK.getScore() + 20);
// Add fade out animation for successful hold release
tween(self, {
alpha: 0,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
onFinish: function onFinish() {
self.destroy();
}
});
return true;
}
return false;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a1a
});
/****
* Game Code
****/
// Game variables
var lanes = [];
var keys = [];
var lives = 2;
var dangerLineY = 2400;
var spawnTimer = 0;
var spawnInterval = 60; // frames between spawns
var heldKeys = [];
// Lane positions
var lanePositions = [2048 * 0.1, 2048 * 0.3, 2048 * 0.5, 2048 * 0.7, 2048 * 0.9];
// Create lane backgrounds
for (var i = 0; i < 5; i++) {
var lane = game.addChild(LK.getAsset('keyLane', {
anchorX: 0.5,
anchorY: 0,
x: lanePositions[i],
y: 0,
alpha: 0.3
}));
lanes.push(lane);
}
// Create danger line
var dangerLine = game.addChild(LK.getAsset('dangerLine', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: dangerLineY
}));
// UI Elements
var scoreTxt = new Text2('Score: 0', {
size: 80,
fill: '#ffffff'
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var livesTxt = new Text2('Lives: 2', {
size: 60,
fill: '#ff4444'
});
livesTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(livesTxt);
// Touch handling
var currentTouches = {};
function getLaneFromX(x) {
for (var i = 0; i < lanePositions.length; i++) {
if (Math.abs(x - lanePositions[i]) < 100) {
return i;
}
}
return -1;
}
function getKeyInLane(lane, y) {
for (var i = 0; i < keys.length; i++) {
var key = keys[i];
if (key.lane === lane && Math.abs(key.y - y) < 100 && key.isActive) {
return key;
}
}
return null;
}
game.down = function (x, y, obj) {
var lane = getLaneFromX(x);
if (lane === -1) return;
var key = getKeyInLane(lane, y);
if (key) {
var result = key.hit();
if (key.type === 'hold' && result.success) {
heldKeys.push({
key: key,
lane: lane
});
} else if (result.isTrap) {
lives--;
livesTxt.setText('Lives: ' + lives);
LK.effects.flashScreen(0xff0000, 500);
if (lives <= 0) {
LK.showGameOver();
}
}
}
currentTouches[lane] = true;
};
game.up = function (x, y, obj) {
var lane = getLaneFromX(x);
if (lane === -1) return;
// Release held keys in this lane
for (var i = heldKeys.length - 1; i >= 0; i--) {
if (heldKeys[i].lane === lane) {
heldKeys[i].key.release();
heldKeys.splice(i, 1);
}
}
currentTouches[lane] = false;
};
function spawnKey() {
var lane = Math.floor(Math.random() * 5);
var keyTypes = ['normal', 'normal', 'normal', 'hold', 'trap']; // Weighted towards normal
var type = keyTypes[Math.floor(Math.random() * keyTypes.length)];
var newKey = new PianoKey(type, lane);
newKey.x = lanePositions[lane];
newKey.y = -50;
keys.push(newKey);
game.addChild(newKey);
}
game.update = function () {
// Update score display
scoreTxt.setText('Score: ' + LK.getScore());
// Spawn new keys
spawnTimer++;
if (spawnTimer >= spawnInterval) {
spawnKey();
spawnTimer = 0;
// Gradually increase difficulty
if (spawnInterval > 20) {
spawnInterval--;
}
}
// Update and check keys
for (var i = keys.length - 1; i >= 0; i--) {
var key = keys[i];
// Check if key crossed danger line
if (key.y > dangerLineY && key.isActive) {
if (key.type !== 'trap' && !key.hasBeenHit) {
// Missing normal/hold keys is bad
lives--;
livesTxt.setText('Lives: ' + lives);
LK.getSound('keyMiss').play();
LK.effects.flashScreen(0xff0000, 300);
if (lives <= 0) {
LK.showGameOver();
return;
}
}
// Deactivate the key so it doesn't trigger again
key.isActive = false;
}
// Remove keys that are off screen or destroyed
if (key.y > 2800 || key.destroyed) {
if (!key.destroyed) {
key.destroy();
}
keys.splice(i, 1);
// Remove from held keys if present
for (var j = heldKeys.length - 1; j >= 0; j--) {
if (heldKeys[j].key === key) {
heldKeys.splice(j, 1);
}
}
}
}
// Handle held keys scoring
for (var h = 0; h < heldKeys.length; h++) {
var heldKey = heldKeys[h].key;
if (heldKey.isHeld && currentTouches[heldKey.lane]) {
// Award points for holding
if (LK.ticks % 10 === 0) {
LK.setScore(LK.getScore() + 1);
}
}
}
// Win condition at score 1000
if (LK.getScore() >= 1000) {
LK.showYouWin();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -13,22 +13,15 @@
self.speed = 8;
self.isActive = true;
self.isHeld = false;
self.hasBeenHit = false;
+ self.isPressed = false;
// Create visual based on type
var assetName = type + 'Key';
var keyGraphics = self.attachAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
});
- // Add border for better visibility
- var border = self.attachAsset('normalKey', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 1.1,
- scaleY: 1.1
- });
- border.tint = 0x000000;
self.update = function () {
if (self.isActive) {
self.y += self.speed;
}
@@ -58,10 +51,14 @@
success: true,
isTrap: false
};
} else if (self.type === 'hold') {
- self.isHeld = true;
- LK.getSound('keyHit').play();
+ if (!self.isPressed) {
+ self.isPressed = true;
+ self.isHeld = true;
+ LK.getSound('keyHit').play();
+ keyGraphics.tint = 0x90ee90; // Light green to show it's being held
+ }
return {
success: true,
isTrap: false
};
@@ -78,10 +75,11 @@
isTrap: false
};
};
self.release = function () {
- if (self.type === 'hold' && self.isHeld) {
+ if (self.type === 'hold' && self.isHeld && self.isPressed) {
self.isActive = false;
+ self.isHeld = false;
LK.setScore(LK.getScore() + 20);
// Add fade out animation for successful hold release
tween(self, {
alpha: 0,
make me a trap key for piano 80x180. In-Game asset. 2d. High contrast. No shadows
make me a trap key for piano and color is red 80x180. In-Game asset. 2d. High contrast. No shadows
a piano key with a line and a circle in the middle. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat