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;
self.holdStartTime = 0;
self.holdDuration = 2000; // 2 seconds in milliseconds
self.isHoldComplete = false;
self.lastY = 0; // For tracking position transitions
// 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;
}
// Handle hold key timer
if (self.type === 'hold' && self.isHeld && self.isPressed && !self.isHoldComplete) {
var holdTime = Date.now() - self.holdStartTime;
var progress = holdTime / self.holdDuration;
// Animate progress with pulsing effect
var pulseScale = 1 + Math.sin(holdTime * 0.01) * 0.1;
keyGraphics.scaleX = pulseScale;
keyGraphics.scaleY = pulseScale;
// Change color based on progress
var greenValue = Math.floor(144 + progress * 111); // 144 to 255
keyGraphics.tint = greenValue << 8 | 0x4b025f;
if (holdTime >= self.holdDuration) {
self.isHoldComplete = true;
self.isActive = false;
LK.setScore(LK.getScore() + 50); // Bonus points for completing hold
keyGraphics.tint = 0xffd700; // Gold color to show completion
// Create particles
createParticles(self.x, self.y, 0xffd700, 8);
// Add completion animation
tween(self, {
alpha: 0,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
}
});
}
}
};
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;
self.holdStartTime = Date.now();
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();
// Add fade out animation for trap hit
tween(self, {
alpha: 0,
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 200,
onFinish: function onFinish() {
self.destroy();
}
});
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) {
if (self.isHoldComplete) {
// Already completed, just clean up
return true;
}
var holdTime = Date.now() - self.holdStartTime;
if (holdTime >= self.holdDuration) {
// Completed just in time
self.isActive = false;
self.isHeld = false;
LK.setScore(LK.getScore() + 50);
keyGraphics.tint = 0xffd700; // Gold color
} else {
// Released too early
self.isActive = false;
self.isHeld = false;
LK.setScore(LK.getScore() + Math.floor(holdTime / 100)); // Partial points
keyGraphics.tint = 0xff6666; // Red tint for early release
}
// Add fade out animation for 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 = [];
var particles = [];
// Particle creation function
function createParticles(x, y, color, count) {
for (var i = 0; i < count; i++) {
var particle = LK.getAsset('normalKey', {
anchorX: 0.5,
anchorY: 0.5,
x: x + (Math.random() - 0.5) * 50,
y: y + (Math.random() - 0.5) * 50,
scaleX: 0.2,
scaleY: 0.2,
tint: color
});
game.addChild(particle);
particles.push(particle);
// Animate particle
tween(particle, {
alpha: 0,
x: particle.x + (Math.random() - 0.5) * 200,
y: particle.y - Math.random() * 150,
rotation: Math.random() * Math.PI * 2
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
particle.destroy();
var index = particles.indexOf(particle);
if (index > -1) {
particles.splice(index, 1);
}
}
});
}
}
// 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;
newKey.lastY = -50; // Initialize lastY for transition tracking
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 for the first time
if (key.lastY <= dangerLineY && key.y > dangerLineY && key.isActive) {
if ((key.type === 'normal' || key.type === 'hold') && !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;
}
// Don't deactivate - let them continue falling and dealing damage
}
// For trap keys, don't deactivate them - let them continue falling
}
// Update lastY for transition tracking
key.lastY = key.y;
// 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);
}
}
}
}
// Clean up completed hold keys from heldKeys array
for (var h = heldKeys.length - 1; h >= 0; h--) {
var heldKey = heldKeys[h].key;
if (heldKey.isHoldComplete || heldKey.destroyed) {
heldKeys.splice(h, 1);
}
}
// Win condition at score 1000
if (LK.getScore() >= 1000) {
LK.showYouWin();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -17,8 +17,9 @@
self.isPressed = false;
self.holdStartTime = 0;
self.holdDuration = 2000; // 2 seconds in milliseconds
self.isHoldComplete = false;
+ self.lastY = 0; // For tracking position transitions
// Create visual based on type
var assetName = type + 'Key';
var keyGraphics = self.attachAsset(assetName, {
anchorX: 0.5,
@@ -304,8 +305,9 @@
var type = keyTypes[Math.floor(Math.random() * keyTypes.length)];
var newKey = new PianoKey(type, lane);
newKey.x = lanePositions[lane];
newKey.y = -50;
+ newKey.lastY = -50; // Initialize lastY for transition tracking
keys.push(newKey);
game.addChild(newKey);
}
game.update = function () {
@@ -323,10 +325,10 @@
}
// 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) {
+ // Check if key crossed danger line for the first time
+ if (key.lastY <= dangerLineY && key.y > dangerLineY && key.isActive) {
if ((key.type === 'normal' || key.type === 'hold') && !key.hasBeenHit) {
// Missing normal/hold keys is bad
lives--;
livesTxt.setText('Lives: ' + lives);
@@ -335,13 +337,14 @@
if (lives <= 0) {
LK.showGameOver();
return;
}
- // Deactivate the key so it doesn't trigger again
- key.isActive = false;
+ // Don't deactivate - let them continue falling and dealing damage
}
// For trap keys, don't deactivate them - let them continue falling
}
+ // Update lastY for transition tracking
+ key.lastY = key.y;
// Remove keys that are off screen or destroyed
if (key.y > 2800 || key.destroyed) {
if (!key.destroyed) {
key.destroy();
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