User prompt
create 4 new assets name Hero_Left_Walk, Hero_Right_Walk, Hero_Left_Eat, Hero_Right_Eat
User prompt
i can't finish level 1, after collecting all the coins the level doesnt advance to level 2
User prompt
let's keep the score combo multiplier incremental, so each combo point only adds 1 point, so first coin is 1 point, second 2 point, third 3 points and so on
User prompt
wehn a projectile doestroys a coin no points are awarded which tells me points are not connected to the coins. refactor the logic to ensure the destruction of the coin is what triggers the point mechanism, rgeardless of the source that destroyed it
User prompt
the level is no longer getting completed after all coins have been removed. i think it has something to do with them being destroyed by projectiles and thus not making the count anymore. regardless of how coins get removed, when all are gone, a new level should start
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var projectile = new Projectile(hero.x !== undefined ? targetCoin : null);' Line Number: 1066
User prompt
refactor the shooting projectile mechanism, so instead of firing once every 10 collected coins, it fires every time the beat sequencer finishes 8 beats. also remove the text indicator since we dont need it anymore ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
in the top right corner of the screen i nthe UI layer, please add atext showing a counter of how many coins are required to shoot the next projectile. start counting from 10 downwards and when reaching 0 fire the projectile and reset this counter back to 10
Code edit (1 edits merged)
Please save this source code
User prompt
once every 10th collected coin, the hero shot shoot a projectile targeting a random coin on the map. the projectile has it's own class and has acceleration so it starts moving slow and acceelrates towards it's target as it travels. when it hits it, the coin is collected and counted as part of the combo sequence. create a Projectile asset for this ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
can you make the coins rotate around their own axis, like wobble clockwise and counterclickse, but very subtly and gently, and each coin having it's own offset so now all coins are in sync ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
when the character eats a coin, replace hero asset with hero_2 for 299 miliseconds before returning to showing the hero asset again ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
use hero_2 and place it as a second frame to the hero aniamtion so you alternate between the two asset once every 200 miliseconds. do not use the tweek plugin for this, just a regular fbf animation
User prompt
remove the tween plugin from the hero animation
User prompt
now the animation of the hero is too fast altenrate the frames slower
User prompt
the hero animation flickers isn't smooth like there's a mini pause between alternations
User prompt
the hero animation flickers isn't smooth like there's a mini pause between alternations
User prompt
create a new asset named hero_2 and place it as a second frame to the hero aniamtion so you alternate between the two asset once every 200 miliseconds ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
when the sequencer hits a beat, make that beat's asset bump a bit. add a tween aniamtion that is used to very quickly make the asset 10% larger then bringing it back to its original size ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
when a new level starts, play a sound called NewLevel
User prompt
excellent! and now, when you start a nw round, refresh the disablign mechanism by enabling all cells again, then picking a new random pattern to disable a nw random pattern of cells for that round, based on the same rules, but starting with a different disabled cell to create a different pattern each time
User prompt
great, but also implement that fro layer 3 and 4, so for the right and down layers as well, applying the same logic, so just as layer 2 iss restricted by layer 1, so is layer 3 restricted by layer 2, and layer 4 by layer 3
User prompt
let's add more rules to how the disabled cells can be created. while still randomly picking them, ensure there's always a minimum 2 tiles distance between disabled cells on the same layer, so when disabling cell 2 from the up layer, then cell 3 and 4 acts as gaps, and the 5th cell would be disabled as well. always maintain a minimum of 2 tiles distnce between tiles created on the same layer. start by disablling cell on the up layer, then continue with the left layer, then the right layer and finally the down layer. and an extra rule, is that when then disabling cell on the under rows, you can't place disabled rows under diagonally from already disabled cells. so for example, on the top most layer that contaisn the up beats, that has 8 cells, so let's count them from 0 to 7. if the 2 random disabled cells were cell 1 and 4, that means that on the row under it, cells 0,2,3 and 5 can't be disabled, so pick 2 random from the remaining four left
User prompt
We need a system that feels like a clever game mechanic, not an arbitrary wall. The exploit isn't about using every column; it's about using them in a specific, unbroken diagonal sequence. So, instead of blocking a whole column, let's just make one of these diagonal paths unusable for the round. The Core Concept: Disabling a Single Diagonal Path Imagine the four rows of the beat grid. There are four "natural" diagonal paths a player can create. Path 0: Starts on Row 0, then Row 1, Row 2, Row 3... Path 1: Starts on Row 1, then Row 2, Row 3, Row 0... Path 2: Starts on Row 2, then Row 3, Row 0, Row 1... Path 3: Starts on Row 3, then Row 0, Row 1, Row 2... At the start of each round, we will randomly select one of these four diagonal paths and make all cells along it "dead" for that round.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ /** * BeatCell * Responsibility: To model the state of a single cell on the beat grid. It no longer * handles its own graphics updates directly, this is delegated to the GridService. */ var BeatCell = Container.expand(function (row) { var self = Container.call(this); self.active = false; self.row = row; // Know its row for external logic to interpret // Initialize with appropriate beat tile at 20% transparency var assetId = 'cell'; if (row === 0) { assetId = 'cellActive'; } else if (row === 1) { assetId = 'cellLeft'; } else if (row === 2) { assetId = 'cellRight'; } else if (row === 3) { assetId = 'cellDown'; } self.gfx = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, alpha: 0.1 }); self.toggle = function () { self.active = !self.active; }; self.setActive = function (val) { if (self.active !== val) { self.toggle(); } }; // The `down` event is removed and is now handled by the central InputService. return self; }); /** * Coin * Responsibility: Collectible coin that can be picked up by the hero */ var Coin = Container.expand(function () { var self = Container.call(this); self.gfx = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.collected = false; // Add wobble animation with random offset self.wobbleOffset = Math.random() * Math.PI * 2; // Random starting phase self.wobbleSpeed = 0.0015 + Math.random() * 0.001; // Slightly varied speed self.wobbleAmount = 0.05 + Math.random() * 0.02; // 5-7 degrees in radians self.wobbleDirection = Math.random() > 0.5 ? 1 : -1; // Random initial direction self.baseRotation = 0; self.update = function () { if (!self.collected) { // Calculate wobble using sine wave var time = Date.now() * self.wobbleSpeed + self.wobbleOffset; self.gfx.rotation = self.baseRotation + Math.sin(time) * self.wobbleAmount * self.wobbleDirection; } }; self.collect = function () { if (!self.collected) { self.collected = true; tween(self, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 300, easing: tween.cubicOut, onComplete: function onComplete() { self.destroy(); } }); } }; return self; }); /** * Enemy * Responsibility: Static enemy that causes game over when touched */ var Enemy = Container.expand(function () { var self = Container.call(this); self.gfx = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /** * AntiCheatService * Responsibility: Manages disabling random cells from each beat layer each round */ /** * Hero * Responsibility: To model the player character. It manages its own state and animations, * but no longer triggers its own sound effects. */ var Hero = Container.expand(function () { var self = Container.call(this); self.gfx = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.currentCol = 0; self.gridRow = GameConstants.CHAR_ROW; self.moveTo = function (nx, ny, duration) { tween(self, { x: nx, y: ny }, { duration: duration || 180, easing: tween.cubicOut }); }; return self; }); /** * Projectile * Responsibility: Projectile shot by hero, accelerates toward a target coin and collects it on hit */ var Projectile = Container.expand(function (targetCoin) { var self = Container.call(this); self.gfx = self.attachAsset('Projectile', { anchorX: 0.5, anchorY: 0.5 }); self.targetCoin = targetCoin; self.speed = 10; // initial speed self.maxSpeed = 50; self.acceleration = 2; self.lastX = self.x; self.lastY = self.y; self.update = function () { if (!self.targetCoin || self.targetCoin.collected) { self.destroy(); return; } // Calculate direction to target var dx = self.targetCoin.x - self.x; var dy = self.targetCoin.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 1) { dist = 1; } // Accelerate if (self.speed < self.maxSpeed) { self.speed += self.acceleration; if (self.speed > self.maxSpeed) { self.speed = self.maxSpeed; } } // Move towards target var moveX = dx / dist * self.speed; var moveY = dy / dist * self.speed; self.x += moveX; self.y += moveY; // Check collision (use bounding box for simplicity) if (!self.targetCoin.collected && Math.abs(self.x - self.targetCoin.x) < 40 && Math.abs(self.y - self.targetCoin.y) < 40) { // Collect the coin if (typeof self.targetCoin.collect === "function") { self.targetCoin.collect(); } self.destroy(); } self.lastX = self.x; self.lastY = self.y; }; return self; }); /**** * Initialize Game ****/ /************************* * SERVICES *************************/ /** * AudioService * Responsibility: To handle all requests to play sounds and music. */ /************************* * INITIALIZE & RUN GAME *************************/ // 1. Create Game Instance var game = new LK.Game({ backgroundColor: 0x181830 }); /**** * Game Code ****/ /** * AntiCheatService * Responsibility: Manages disabling random cells from each beat layer each round */ /** * GameConstants * Responsibility: To hold all static configuration and magic numbers in one place * for easy tuning and maintenance. */ /************************* * GAME CONFIGURATION *************************/ // Plugins (Unchanged) // Assets (Unchanged) /************************* * ASSETS & PLUGINS *************************/ // 2. Instantiate All Services /************************* * CORE GAME OBJECTS *************************/ /** * GameGrid * Responsibility: Centralizes the entire grid (playable + beat area) into a single class. * Provides accessors for both the playable area and the beat grid, and manages their state. */ function AntiCheatService(gridService, gameGrid) { this.gridService = gridService; this.gameGrid = gameGrid; this.disabledCells = []; // Array to store currently disabled cells this.prevDisabledCells = []; // Track previously disabled cells for re-enabling this.cellsPerLayer = 2; // Number of cells to disable per layer this.initialize = function () { // Disable initial cells for round 1 this.disableRandomCells(); }; this.disableRandomCells = function () { // Store previously disabled cells this.prevDisabledCells = this.disabledCells.slice(); this.disabledCells = []; // Process rows in order: up (0), left (1), right (2), down (3) for (var r = 0; r < GameConstants.BEAT_ROWS; r++) { var availableCols = []; // Get all columns for this row, excluding previously disabled ones for (var c = 0; c < GameConstants.GRID_COLS; c++) { var isValid = true; // Check if this column was previously disabled for this row for (var p = 0; p < this.prevDisabledCells.length; p++) { if (this.prevDisabledCells[p].row === r && this.prevDisabledCells[p].col === c) { isValid = false; break; } } // Check minimum distance constraint from already disabled cells in this row for (var d = 0; d < this.disabledCells.length; d++) { if (this.disabledCells[d].row === r) { var distance = Math.abs(this.disabledCells[d].col - c); if (distance < 3) { // Minimum 2 tiles between disabled cells isValid = false; break; } } } // Check diagonal constraint for rows below the first if (r > 0) { // Only check the immediately previous row for diagonal constraints var prevRow = r - 1; for (var d = 0; d < this.disabledCells.length; d++) { if (this.disabledCells[d].row === prevRow) { var prevCol = this.disabledCells[d].col; // Check if this column is diagonally adjacent to a disabled cell in the previous row if (c === prevCol - 1 || c === prevCol || c === prevCol + 1) { isValid = false; break; } } } } if (isValid) { availableCols.push(c); } } // Select cells with minimum distance constraint var selectedCols = []; var attempts = 0; while (selectedCols.length < this.cellsPerLayer && availableCols.length > 0 && attempts < 100) { attempts++; // Pick a random column from available var randomIndex = Math.floor(Math.random() * availableCols.length); var col = availableCols[randomIndex]; // Check if this column maintains minimum distance from already selected var validChoice = true; for (var s = 0; s < selectedCols.length; s++) { if (Math.abs(selectedCols[s] - col) < 3) { validChoice = false; break; } } if (validChoice) { selectedCols.push(col); // Remove this column and nearby columns from available availableCols = availableCols.filter(function (c) { return Math.abs(c - col) >= 3; }); } else { // Remove this column as it's too close availableCols.splice(randomIndex, 1); } } // Disable the selected columns for (var i = 0; i < selectedCols.length; i++) { var col = selectedCols[i]; var cell = this.gameGrid.getBeatCell(r, col); if (cell) { this.disabledCells.push({ row: r, col: col, cell: cell }); // Hide the cell cell.visible = false; } } } }; this.reset = function () { // First, enable ALL cells in the beat grid for (var r = 0; r < GameConstants.BEAT_ROWS; r++) { for (var c = 0; c < GameConstants.GRID_COLS; c++) { var cell = this.gameGrid.getBeatCell(r, c); if (cell) { cell.visible = true; } } } // Clear both arrays to start fresh this.prevDisabledCells = []; this.disabledCells = []; // Disable new random cells with a completely new pattern this.disableRandomCells(); }; // Check if a cell is disabled this.isCellDisabled = function (beatRow, col) { for (var i = 0; i < this.disabledCells.length; i++) { var disabled = this.disabledCells[i]; if (disabled.row === beatRow && disabled.col === col) { return true; } } return false; }; } function GameGrid(game) { this.game = game; this.rows = GameConstants.TOTAL_ROWS; this.cols = GameConstants.GRID_COLS; this.grid = []; // 2D array: [row][col] for all rows (playable + beat) this.beatRows = GameConstants.BEAT_ROWS; this.playableRows = this.rows - this.beatRows; // Initialize grid with nulls for (var r = 0; r < this.rows; r++) { this.grid[r] = []; for (var c = 0; c < this.cols; c++) { this.grid[r][c] = null; } } // Create background visuals for all cells this.initBackground = function () { for (var r = 0; r < this.rows; r++) { for (var c = 0; c < this.cols; c++) { var bgCell = LK.getAsset('emptycell', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); bgCell.x = GameConstants.GRID_LEFT + c * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; bgCell.y = GameConstants.GRID_TOP + r * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.game.addChild(bgCell); // Add coin to all playable cells (hero will be positioned after coins are created) if (r < this.playableRows) { var coin = new Coin(); coin.x = bgCell.x; coin.y = bgCell.y; this.game.addChild(coin); this.grid[r][c] = coin; totalCoins++; } } } }; // Create BeatCell objects for the beat grid (bottom rows) this.initBeatGrid = function () { for (var r = 0; r < this.beatRows; r++) { var gridRow = this.playableRows + r; for (var c = 0; c < this.cols; c++) { var cell = new BeatCell(r); cell.x = GameConstants.GRID_LEFT + c * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; cell.y = GameConstants.GRID_TOP + gridRow * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.game.addChild(cell); this.grid[gridRow][c] = cell; } } }; // Returns the BeatCell at a given (beatRow, col) in the beat grid this.getBeatCell = function (beatRow, col) { var gridRow = this.playableRows + beatRow; return this.grid[gridRow][col]; }; // Returns the BeatCell at a given (x, y) screen coordinate, or null if not in beat grid this.getBeatCellAt = function (x, y) { for (var r = 0; r < this.beatRows; r++) { var gridRow = this.playableRows + r; for (var c = 0; c < this.cols; c++) { var cell = this.grid[gridRow][c]; if (!cell) { continue; } var cx = GameConstants.GRID_LEFT + c * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; var cy = GameConstants.GRID_TOP + gridRow * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; if (x >= cx - GameConstants.CELL_SIZE / 2 && x <= cx + GameConstants.CELL_SIZE / 2 && y >= cy - GameConstants.CELL_SIZE / 2 && y <= cy + GameConstants.CELL_SIZE / 2) { return cell; } } } return null; }; // Returns true if (row, col) is in the playable area this.isPlayableCell = function (row, col) { return row >= 0 && row < this.playableRows && col >= 0 && col < this.cols; }; // Returns true if (row, col) is in the beat grid this.isBeatCell = function (row, col) { return row >= this.playableRows && row < this.rows && col >= 0 && col < this.cols; }; // Returns the BeatCell 2D array for the beat grid (bottom rows) this.getBeatGrid = function () { var arr = []; for (var r = 0; r < this.beatRows; r++) { arr[r] = []; for (var c = 0; c < this.cols; c++) { arr[r][c] = this.getBeatCell(r, c); } } return arr; }; // Returns the playable area as a 2D array (nulls, or game objects if you want to add them) this.getPlayableGrid = function () { var arr = []; for (var r = 0; r < this.playableRows; r++) { arr[r] = []; for (var c = 0; c < this.cols; c++) { arr[r][c] = this.grid[r][c]; } } return arr; }; // Reset the playable grid with coins in all cells except hero's position this.resetGridWithCoins = function (heroRow, heroCol) { // Clear existing coins and enemies for (var r = 0; r < this.playableRows; r++) { for (var c = 0; c < this.cols; c++) { if (this.grid[r][c]) { this.grid[r][c].destroy(); this.grid[r][c] = null; } } } // Add new coins to all cells except hero's position var coinCount = 0; var availablePositions = []; for (var r = 0; r < this.playableRows; r++) { for (var c = 0; c < this.cols; c++) { if (r !== heroRow || c !== heroCol) { // Calculate distance from hero var rowDist = Math.abs(r - heroRow); var colDist = Math.abs(c - heroCol); var distance = Math.max(rowDist, colDist); // Chebyshev distance var coin = new Coin(); coin.x = GameConstants.GRID_LEFT + c * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; coin.y = GameConstants.GRID_TOP + r * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.game.addChild(coin); this.grid[r][c] = coin; coinCount++; // Track positions that are far enough from hero for enemy placement if (distance > 2) { availablePositions.push({ r: r, c: c }); } } } } // Place enemies starting from round 2 var enemyCount = currentRound - 1; // 0 at round 1, 1 at round 2, etc. if (enemyCount > 0 && availablePositions.length > 0) { // Shuffle available positions for (var i = availablePositions.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = availablePositions[i]; availablePositions[i] = availablePositions[j]; availablePositions[j] = temp; } // Place enemies up to enemyCount or available positions var enemiesToPlace = Math.min(enemyCount, availablePositions.length); for (var i = 0; i < enemiesToPlace; i++) { var pos = availablePositions[i]; // Remove coin at this position if (this.grid[pos.r][pos.c]) { this.grid[pos.r][pos.c].destroy(); coinCount--; } // Place enemy var enemy = new Enemy(); enemy.x = GameConstants.GRID_LEFT + pos.c * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; enemy.y = GameConstants.GRID_TOP + pos.r * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.game.addChild(enemy); this.grid[pos.r][pos.c] = enemy; } } return coinCount; }; // Call this to initialize all visuals this.initialize = function () { this.initBackground(); this.initBeatGrid(); }; } var GameConstants = { GRID_COLS: 8, TOTAL_ROWS: 10, // Reduced from 11 to remove top row BEAT_ROWS: 4, // +1 for new down row CHAR_ROW: 3, // hero now starts at row 3 (was 4) due to removed top row JUMP_ROW: 2, // up movement now at row 2 (was 3) due to removed top row DOWN_ROW: 1, // new down movement row 1 (was 2) due to removed top row GRID_MARGIN_X: 40, get CELL_SIZE() { return Math.floor((2048 - 2 * this.GRID_MARGIN_X) / this.GRID_COLS); }, get GRID_HEIGHT() { return this.TOTAL_ROWS * this.CELL_SIZE; }, get GRID_TOP() { return 2732 - this.GRID_HEIGHT - 10; }, get GRID_LEFT() { return this.GRID_MARGIN_X; }, get HERO_MIN_X() { return this.GRID_LEFT + this.CELL_SIZE / 2; }, get HERO_MAX_X() { return this.GRID_LEFT + (this.GRID_COLS - 1) * this.CELL_SIZE + this.CELL_SIZE / 2; }, get HERO_START_COL() { return Math.floor(this.GRID_COLS / 2); }, get HERO_START_X() { return this.GRID_LEFT + this.HERO_START_COL * this.CELL_SIZE + this.CELL_SIZE / 2; }, get HERO_START_Y() { return this.GRID_TOP + this.CHAR_ROW * this.CELL_SIZE + this.CELL_SIZE / 2; }, STEP_INTERVAL: 400, // ms per step (150bpm) COIN_SPAWN_BEATS: 8, COIN_SPAWN_CHANCE: 0.25 }; /************************* * SERVICES *************************/ /** * AudioService * Responsibility: To handle all requests to play sounds and music. */ var AudioService = { playBeat: function playBeat() { LK.getSound('beat').play(); }, playBeatUp: function playBeatUp() { LK.getSound('Sound_Up').play(); }, playBeatLeft: function playBeatLeft() { LK.getSound('Sound_Left').play(); }, playBeatRight: function playBeatRight() { LK.getSound('Sound_Right').play(); }, playBeatDown: function playBeatDown() { LK.getSound('Sound_Down').play(); }, playMove: function playMove() { LK.getSound('moveSnd').play(); }, playCoinCollect: function playCoinCollect() { LK.getSound('coinCollect').play(); }, playNewLevel: function playNewLevel() { LK.getSound('NewLevel').play(); }, startMusic: function startMusic() { LK.playMusic('bgmusic', { fade: { start: 0, end: 0.3, duration: 1200 } }); } }; /** * UIService * Responsibility: To create and manage all non-game-grid UI elements, such * as the score text and the step indicators. */ function UIService(game) { this.game = game; this.scoreTxt = null; this.initialize = function () { // Score Text this.scoreTxt = new Text2('0', { size: 100, fill: "#fff" }); this.scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(this.scoreTxt); // Create columnHighlights for beat grid rows this.columnHighlights = []; for (var r = 0; r < GameConstants.BEAT_ROWS; r++) { var highlight = LK.getAsset('cellWhite', { anchorX: 0.5, anchorY: 0.5, alpha: 0 // invisible by default }); // Position highlight at the leftmost column, correct row in the beat grid var gridRow = GameConstants.TOTAL_ROWS - GameConstants.BEAT_ROWS + r; highlight.x = GameConstants.GRID_LEFT + GameConstants.CELL_SIZE / 2; highlight.y = GameConstants.GRID_TOP + gridRow * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; highlight.alpha = 0; // invisible by default, semi-transparent when shown this.game.addChild(highlight); this.columnHighlights.push(highlight); } // Hide all highlights at start for (var i = 0; i < this.columnHighlights.length; i++) { this.columnHighlights[i].alpha = 0; } }; this.updateScore = function (newScore) { this.scoreTxt.setText(newScore); }; // Main Highlighting Logic: highlights inactive cells in the current column this.updateColumnHighlight = function (currentColumnIndex) { // Hide all highlights first for (var i = 0; i < this.columnHighlights.length; i++) { this.columnHighlights[i].alpha = 0; } // Get active states for the current column var activeStates = gridService.getActiveStatesForColumn(currentColumnIndex); // Loop through each row in the beat grid for (var i = 0; i < GameConstants.BEAT_ROWS; i++) { if (!activeStates[i]) { // Position the highlight at the correct cell var gridRow = GameConstants.TOTAL_ROWS - GameConstants.BEAT_ROWS + i; this.columnHighlights[i].x = GameConstants.GRID_LEFT + currentColumnIndex * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.columnHighlights[i].y = GameConstants.GRID_TOP + gridRow * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.columnHighlights[i].alpha = 0.2; // semi-transparent highlight } } }; } /** * GridService * Responsibility: To create, manage the state of, and update the visuals of the beat grid. */ function GridService(game, gameGrid) { this.game = game; this.gameGrid = gameGrid; // Centralized grid this.initialize = function () { this.gameGrid.initialize(); }; // Returns the BeatCell at a given (x, y) screen coordinate, or null if not in beat grid this.getCellAt = function (x, y) { var cell = this.gameGrid.getBeatCellAt(x, y); // Check if cell is disabled by anti-cheat if (cell && antiCheatService) { // Find the beat row of this cell var beatRow = cell.row; var col = -1; // Find column for (var c = 0; c < GameConstants.GRID_COLS; c++) { if (this.gameGrid.getBeatCell(beatRow, c) === cell) { col = c; break; } } if (col !== -1 && antiCheatService.isCellDisabled(beatRow, col)) { return null; // Return null if cell is disabled } } return cell; }; // Returns an array of booleans representing the active state of each BeatCell in the given column this.getActiveStatesForColumn = function (columnIndex) { var states = []; for (var r = 0; r < GameConstants.BEAT_ROWS; r++) { var gridRow = GameConstants.TOTAL_ROWS - GameConstants.BEAT_ROWS + r; var cell = this.gameGrid.grid[gridRow][columnIndex]; // Check if cell is disabled by anti-cheat var isDisabled = antiCheatService && antiCheatService.isCellDisabled(r, columnIndex); states.push(cell && cell.active && !isDisabled ? true : false); } return states; }; // Toggle a beat cell, ensuring only one beat per layer per column this.toggleCell = function (cell, mode) { var needsChange = mode === 'add' && !cell.active || mode === 'remove' && cell.active; if (needsChange) { // If adding, remove any other active beat in this column (same col, different row) if (mode === 'add') { var col = null; // Find the column index of this cell for (var c = 0; c < GameConstants.GRID_COLS; c++) { // cell.row is the beat row (0..BEAT_ROWS-1), but grid is [playableRows+row][col] var gridRow = GameConstants.TOTAL_ROWS - GameConstants.BEAT_ROWS + cell.row; if (this.gameGrid.grid[gridRow][c] === cell) { col = c; break; } } if (col !== null) { for (var r = 0; r < GameConstants.BEAT_ROWS; r++) { var gridRow = GameConstants.TOTAL_ROWS - GameConstants.BEAT_ROWS + r; var otherCell = this.gameGrid.grid[gridRow][col]; if (r !== cell.row && otherCell && otherCell.active) { otherCell.setActive(false); this.updateCellVisual(otherCell); } } } } cell.toggle(); this.updateCellVisual(cell); } }; this.updateCellVisual = function (cell) { cell.gfx.destroy(); var assetId = 'cell'; var alpha = 1.0; // Always show the appropriate beat tile based on row if (cell.row === 0) { assetId = 'cellActive'; } else if (cell.row === 1) { assetId = 'cellLeft'; } else if (cell.row === 2) { assetId = 'cellRight'; } else if (cell.row === 3) { assetId = 'cellDown'; } // Set transparency based on active state if (!cell.active) { alpha = 0.1; } cell.gfx = cell.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, alpha: alpha }); }; // Returns the actions for a given step (column) by checking the beat grid this.getActiveActionsForStep = function (step) { // The beat grid is in the bottom rows of the grid var actions = { up: false, left: false, right: false, down: false }; for (var r = 0; r < GameConstants.BEAT_ROWS; r++) { var gridRow = GameConstants.TOTAL_ROWS - GameConstants.BEAT_ROWS + r; var cell = this.gameGrid.grid[gridRow][step]; if (!cell) { continue; } // Check if cell is disabled by anti-cheat var isDisabled = antiCheatService && antiCheatService.isCellDisabled(r, step); if (r === 0) { actions.up = cell.active && !isDisabled; } else if (r === 1) { actions.left = cell.active && !isDisabled; } else if (r === 2) { actions.right = cell.active && !isDisabled; } else if (r === 3) { actions.down = cell.active && !isDisabled; } } return actions; }; } /** * PlayerService * Responsibility: To create and manage the Hero instance, its state, and its actions. * It translates logical actions ("move left") into animations and sound calls. */ function PlayerService(game) { this.game = game; this.hero = null; this.initialize = function () { this.hero = new Hero(); // Select random starting position in playable grid var randomRow = Math.floor(Math.random() * gameGrid.playableRows); var randomCol = Math.floor(Math.random() * GameConstants.GRID_COLS); // Calculate position based on random grid coordinates this.hero.x = GameConstants.GRID_LEFT + randomCol * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.hero.y = GameConstants.GRID_TOP + randomRow * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.hero.currentCol = randomCol; this.hero.gridRow = randomRow; // Update CHAR_ROW to match random starting row GameConstants.CHAR_ROW = randomRow; this.game.addChild(this.hero); // Remove coin at hero's starting position if one exists var coin = gameGrid.grid[randomRow][randomCol]; if (coin && coin.collect) { coin.destroy(); gameGrid.grid[randomRow][randomCol] = null; totalCoins--; // Decrease initial coin count } }; this.getHeroInstance = function () { return this.hero; }; this.handleDrag = function (x) { this.hero.x = Math.max(GameConstants.HERO_MIN_X, Math.min(GameConstants.HERO_MAX_X, x)); }; this.performActions = function (actions) { var didAction = false; var horizontalMove = 0; if (actions.left && !actions.right) { horizontalMove = -1; } if (actions.right && !actions.left) { horizontalMove = 1; } if (actions.up && !actions.down) { if (horizontalMove !== 0) { this.move(horizontalMove); } this.moveVertical(-1); // Move up didAction = true; } else if (actions.down && !actions.up) { if (horizontalMove !== 0) { this.move(horizontalMove); } this.moveVertical(1); // Move down didAction = true; } else if (horizontalMove !== 0) { this.move(horizontalMove); didAction = true; } if (didAction) { AudioService.playBeat(); } }; this.move = function (direction) { var newCol = this.hero.currentCol + direction; if (newCol < 0) { newCol = GameConstants.GRID_COLS - 1; } if (newCol >= GameConstants.GRID_COLS) { newCol = 0; } this.hero.currentCol = newCol; var nx = GameConstants.GRID_LEFT + newCol * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.hero.moveTo(nx, this.hero.y, 180); AudioService.playMove(); }; // Move up or down by 1 row, with vertical teleport at edges of playable area this.moveVertical = function (direction) { var minRow = 0; var maxRow = gameGrid.playableRows - 1; // Only teleport within playable area (rows 0-5 after removing top row) var newRow = this.hero.gridRow !== undefined ? this.hero.gridRow : GameConstants.CHAR_ROW; newRow += direction; // Teleport vertically if out of bounds if (newRow < minRow) { newRow = maxRow; } else if (newRow > maxRow) { newRow = minRow; } this.hero.gridRow = newRow; var ny = GameConstants.GRID_TOP + newRow * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.hero.moveTo(this.hero.x, ny, 180); AudioService.playMove(); // Update CHAR_ROW for collision logic GameConstants.CHAR_ROW = newRow; }; } /** * InputService * Responsibility: To handle all raw user input (down, up, move) and delegate * the appropriate actions to other services (GridService, PlayerService). */ function InputService(gridService, playerService) { this.gridService = gridService; this.playerService = playerService; this.isPainting = false; this.paintMode = null; this.lastPaintedCell = null; this.dragHero = false; this.handleDown = function (x, y) { var cell = this.gridService.getCellAt(x, y); if (cell) { this.isPainting = true; this.paintMode = cell.active ? 'remove' : 'add'; this.lastPaintedCell = cell; this.gridService.toggleCell(cell, this.paintMode); } else { var hero = this.playerService.getHeroInstance(); var dx = x - hero.x, dy = y - hero.y; if (dx * dx + dy * dy < 200 * 200) { this.dragHero = true; } } }; this.handleUp = function () { this.isPainting = false; this.paintMode = null; this.lastPaintedCell = null; this.dragHero = false; }; this.handleMove = function (x, y) { if (this.isPainting) { var cell = this.gridService.getCellAt(x, y); if (cell && cell !== this.lastPaintedCell) { this.lastPaintedCell = cell; this.gridService.toggleCell(cell, this.paintMode); } } else if (this.dragHero) { this.playerService.handleDrag(x); } }; } /** * SequencerService * Responsibility: To manage the main game loop timing (the "beat"). On each step, * it orchestrates calls to the other services to update the game state. */ function SequencerService(gridService, playerService, uiService) { this.gridService = gridService; this.playerService = playerService; this.uiService = uiService; this.currentStep = 0; this.lastStepTime = 0; this.playing = true; this.comboMultiplier = 1; this.collectedThisBeat = false; this.prevComboMultiplier = 1; // Previous Fibonacci number this.comboCount = 0; // Track position in Fibonacci sequence this.enemyCellRow = undefined; // Track enemy cell position this.enemyCellCol = undefined; // Track enemy cell position this.initialize = function () { this.lastStepTime = Date.now(); }; this.update = function () { var now = Date.now(); if (this.playing && now - this.lastStepTime >= GameConstants.STEP_INTERVAL) { this.lastStepTime = now; // 1. UPDATE HIGHLIGHT FIRST for the current step this.uiService.updateColumnHighlight(this.currentStep); // 2. THEN, advance the step to the next beat this.currentStep = (this.currentStep + 1) % GameConstants.GRID_COLS; // 3. FINALLY, perform actions for the new step. this.doStepActions(); } }; this.doStepActions = function () { // Reset collection flag for this beat this.collectedThisBeat = false; // Get actions for the PREVIOUS step (the one the highlight just left) var previousStep = (this.currentStep - 1 + GameConstants.GRID_COLS) % GameConstants.GRID_COLS; var actions = this.gridService.getActiveActionsForStep(previousStep); // Play beat sounds for the previous step if (actions.up) { AudioService.playBeatUp(); } else if (actions.left) { AudioService.playBeatLeft(); } else if (actions.right) { AudioService.playBeatRight(); } else if (actions.down) { AudioService.playBeatDown(); } else { AudioService.playBeat(); } // Animate active beat cells for the previous step for (var r = 0; r < GameConstants.BEAT_ROWS; r++) { var cell = gameGrid.getBeatCell(r, previousStep); if (cell && cell.active && !antiCheatService.isCellDisabled(r, previousStep)) { // Create bump animation: scale up to 110% then back to 100% tween(cell, { scaleX: 1.1, scaleY: 1.1 }, { duration: 100, easing: tween.easeOut, onFinish: function (targetCell) { return function () { tween(targetCell, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeIn }); }; }(cell) }); } } // Store hero's previous position before performing actions var hero = this.playerService.getHeroInstance(); var prevHeroRow = hero.gridRow; var prevHeroCol = hero.currentCol; // Perform actions for the previous step this.playerService.performActions(actions); // Check if hero was on an enemy cell and has now moved away if (this.enemyCellRow !== undefined && this.enemyCellCol !== undefined) { // Check if hero has moved to a different cell if (hero.gridRow !== this.enemyCellRow || hero.currentCol !== this.enemyCellCol) { // Hero has left the enemy cell - trigger game over LK.showGameOver(); return; // Exit early } } // Check for coin collection or enemy collision at current position var heroRow = hero.gridRow; var heroCol = hero.currentCol; var entity = gameGrid.grid[heroRow][heroCol]; if (entity) { // Check if it's an enemy if (!entity.collect) { // Enemy detected - store the position but don't trigger game over yet this.enemyCellRow = heroRow; this.enemyCellCol = heroCol; } else if (entity.collect) { // It's a coin - clear any enemy tracking this.enemyCellRow = undefined; this.enemyCellCol = undefined; entity.collect(); gameGrid.grid[heroRow][heroCol] = null; collectedCoins++; // Decrement projectile counter and fire projectile if needed coinsToNextProjectile--; if (coinsToNextProjectile <= 0) { // Find all uncollected coins on the grid var availableCoins = []; for (var r = 0; r < gameGrid.playableRows; r++) { for (var c = 0; c < GameConstants.GRID_COLS; c++) { var obj = gameGrid.grid[r][c]; if (obj && obj.collect && !obj.collected) { availableCoins.push(obj); } } } if (availableCoins.length > 0) { var targetIdx = Math.floor(Math.random() * availableCoins.length); var targetCoin = availableCoins[targetIdx]; // Create projectile at hero's position var projectile = new Projectile(targetCoin); projectile.x = hero.x; projectile.y = hero.y; game.addChild(projectile); } coinsToNextProjectile = 10; // Reset counter after firing } updateProjectileCounterUI(); // Apply combo multiplier to score (incremental: 1,2,3...) var points = this.comboMultiplier; LK.setScore(LK.getScore() + points); uiService.updateScore(LK.getScore()); AudioService.playCoinCollect(); // Temporarily swap hero asset to hero_2 hero.gfx.destroy(); hero.gfx = hero.attachAsset('hero_2', { anchorX: 0.5, anchorY: 0.5 }); // Swap back to original hero asset after 299ms LK.setTimeout(function () { hero.gfx.destroy(); hero.gfx = hero.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); }, 299); // Mark that we collected a coin this beat this.collectedThisBeat = true; // Increment combo multiplier by 1 for each consecutive coin this.comboMultiplier++; this.comboCount++; // Check if all coins collected if (collectedCoins >= totalCoins) { // Advance to next round currentRound++; // Play new level sound AudioService.playNewLevel(); // Reset anti-cheat system for new round antiCheatService.reset(); // Reset grid with new coins (after antiCheatService.reset to ensure new disables) totalCoins = gameGrid.resetGridWithCoins(heroRow, heroCol); collectedCoins = 0; // Reset combo this.comboMultiplier = 1; this.comboCount = 0; // Clear enemy tracking for new round this.enemyCellRow = undefined; this.enemyCellCol = undefined; } } } else { // No entity at current position - clear any enemy tracking this.enemyCellRow = undefined; this.enemyCellCol = undefined; // No coin collected - reset combo if we had one if (this.comboMultiplier > 1) { this.comboMultiplier = 1; this.comboCount = 0; } } }; } var currentRound = 1; var totalCoins = 0; var collectedCoins = 0; // --- Projectile Counter UI --- var coinsToNextProjectile = 10; var projectileCounterTxt = new Text2("Next shot: 10", { size: 70, fill: 0xFFD700 }); projectileCounterTxt.anchor.set(1, 0); // right-top // Place in top right, but leave 100px margin for menu LK.gui.topRight.addChild(projectileCounterTxt); // Helper to update the UI text function updateProjectileCounterUI() { projectileCounterTxt.setText("Next shot: " + coinsToNextProjectile); } updateProjectileCounterUI(); // --- Patch coin collection logic to update counter and reset on projectile fire --- // We'll patch the doStepActions method in SequencerService below var uiService = new UIService(game); var gameGrid = new GameGrid(game); var antiCheatService = new AntiCheatService(null, gameGrid); // Initialize before gridService var gridService = new GridService(game, gameGrid); var playerService = new PlayerService(game); var inputService = new InputService(gridService, playerService); var sequencerService = new SequencerService(gridService, playerService, uiService); // 3. Initialize Services in correct order gridService.initialize(); uiService.initialize(); playerService.initialize(); sequencerService.initialize(); antiCheatService.initialize(); // Manually draw the highlight for the first beat (step 0) immediately. uiService.updateColumnHighlight(sequencerService.currentStep); // 4. Connect Input Handlers to the Input Service game.down = function (x, y) { inputService.handleDown(x, y); }; game.up = function (x, y) { inputService.handleUp(x, y); }; game.move = function (x, y) { inputService.handleMove(x, y); }; // 5. Set Main Game Loop to the Sequencer Service game.update = function () { sequencerService.update(); }; // 6. Start background music AudioService.startMusic(); ;
===================================================================
--- original.js
+++ change.js
@@ -1108,16 +1108,16 @@
// Advance to next round
currentRound++;
// Play new level sound
AudioService.playNewLevel();
- // Reset grid with new coins
+ // Reset anti-cheat system for new round
+ antiCheatService.reset();
+ // Reset grid with new coins (after antiCheatService.reset to ensure new disables)
totalCoins = gameGrid.resetGridWithCoins(heroRow, heroCol);
collectedCoins = 0;
// Reset combo
this.comboMultiplier = 1;
this.comboCount = 0;
- // Reset anti-cheat system for new round
- antiCheatService.reset();
// Clear enemy tracking for new round
this.enemyCellRow = undefined;
this.enemyCellCol = undefined;
}
cute 2D illustration of a delicious musical note as a collectible item in a casual mobile game. In-Game asset. 2d. High contrast. No shadows
an angry isometric red square bullfrog character for a casual mobile game, facing the camera directly. In-Game asset. 2d. High contrast. No shadows
a delicious looking isometric symphony shaped golden key drawn as a 2D illustration for a cute mobile game. In-Game asset. 2d. High contrast. No shadows
a delicious looking isometric heart icon drawn as a 2D illustration for a cute mobile game. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows
4-panel comic strip, no text, cute cartoon style, bright colors, black outlines. Characters: Penguin Hero (small, determined) + Penguin Princess (elegant, crown) + Village Penguins Central Theme: Music connects hearts, piano mastery wins love. Hero sees Princess's beautiful piano playing, falls in love Panel 1: Hero living normal life in penguin village Panel 2: Hears beautiful piano music from Princess's ice palace Panel 3: Sees Princess playing gracefully, hearts float around Hero Panel 4: Hero determined but nervous, looking at his flippers. In-Game asset. 2d. High contrast. No shadows
4-panel comic strip, no text, cute cartoon style, bright colors, black outlines. Characters: Penguin Hero (small, determined) + Penguin Princess (elegant, crown) + Village Penguins Central Theme: Music connects hearts, piano mastery wins love. Hero doubts himself, thinks he's not good enough Panel 1: Hero tries to approach Princess's palace but stops Panel 2: Sees other talented penguins playing instruments near Princess Panel 3: Hero looks at his flippers sadly, musical notes are wobbly/off-key Panel 4: Hero walks away discouraged, head down. In-Game asset. 2d. High contrast. No shadows
4-panel comic strip, no text, cute cartoon style, bright colors, black outlines. Characters: Penguin Hero (small, determined) + Penguin Princess (elegant, crown) + Village Penguins Central Theme: Music connects hearts, piano mastery wins love. Story: Old wise penguin teaches Hero about music and courage Panel 1: Hero meets old penguin with small piano on ice floe Panel 2: Old penguin demonstrates simple piano scales, notes are warm/golden Panel 3: Hero tries playing, makes mistakes but old penguin encourages Panel 4: Hero practices with determination, musical notes getting brighter. In-Game asset. 2d. High contrast. No shadows
4-panel comic strip, no text, cute cartoon style, bright colors, black outlines. Characters: Penguin Hero (small, determined) + Penguin Princess (elegant, crown) + Village Penguins Central Theme: Music connects hearts, piano mastery wins love. Story: Hero commits to learning piano seriously Panel 1: Hero finds small piano and sets up practice space Panel 2: Hero practicing at sunrise, warm golden morning light Panel 3: Musical notes gradually improve from wobbly to steady Panel 4: Hero still practicing under moonlight, showing dedication through full day In-Game asset. 2d. High contrast. No shadows
4-panel comic strip, no text, cute cartoon style, bright colors, black outlines. Characters: Penguin Hero (small, determined) + Village Penguins Central Theme: Music connects hearts, piano mastery wins love. Story: Hero faces challenges and obstacles in his musical journey Panel 1: Hero struggles with difficult piano piece, frustrated Panel 2: Other penguins mock his practicing, musical notes look harsh/jagged Panel 3: Hero's flippers are sore, he looks exhausted Panel 4: But Hero persists, practicing by moonlight, determined expression In-Game asset. 2d. High contrast. No shadows
4-panel comic strip, no text, cute cartoon style, bright colors, black outlines. Characters: Penguin Hero (small, determined) + Penguin Princess (elegant, crown) + Village Penguins Central Theme: Music connects hearts, piano mastery wins love. Story: Hero's biggest challenge - public performance disaster Panel 1: Hero attempts to play for Princess at village gathering Panel 2: Makes terrible mistakes, wrong red notes everywhere, crowd looks shocked Panel 3: Princess looks disappointed, Hero devastated and embarrassed Panel 4: Hero runs away, hiding behind ice block, feeling defeated In-Game asset. 2d. High contrast. No shadows
4-panel comic strip, no text, cute cartoon style, bright colors, black outlines. Characters: Penguin Hero (small, determined) + Penguin Princess (elegant, crown) + Village Penguins Central Theme: Music connects hearts, piano mastery wins love. Story: Hero finds his true musical voice and inner strength Panel 1: Hero alone with piano, plays from his heart instead of trying to impress Panel 2: Beautiful, unique music flows from him, notes shimmer with emotion Panel 3: Princess secretly listens from distance, moved by his genuine music Panel 4: Hero realizes music should come from the heart, not ego. In-Game asset. 2d. High contrast. No shadows
4-panel comic strip, no text, cute cartoon style, bright colors, black outlines. Characters: Penguin Hero (small, determined) + Penguin Princess (elegant, crown) + Village Penguins Central Theme: Music connects hearts, piano mastery wins love. Story: Hero's grand performance wins Princess's heart and village's admiration Panel 1: Hero plays grand piano on large ice stage, whole village watching Panel 2: Beautiful music fills the air, all penguins are enchanted, notes sparkle Panel 3: Princess approaches Hero, heart symbols floating between them Panel 4: Hero and Princess together at piano, playing duet, village celebrates with hearts/music notes everywhere. In-Game asset. 2d. High contrast. No shadows
A simple top-down 2D illustration of a calm arctic lake. The scene shows the edge of the water, with a soft, snowy shoreline framing the top and one side of the image. The lake itself is a calm, light blue, with subtle light reflections on the surface to suggest water. The art style is soft and clean, like a children's book illustration.. In-Game asset. 2d. High contrast. No shadows
cold water splash 2d illustration. top-view perspective. In-Game asset. 2d. High contrast. No shadows