User prompt
now lets make difficulty selector. easy to hard
User prompt
at start screen "tap to play" is on the orb. take it little bit down
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change the orb to a speaker and put an effect that beating with waves ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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can you change orb to G sign
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start screen background image doesnt fit the screen please check it
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change the color and type of start screen writings
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add a futuristic background for start screen and game screen. but both different
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change the game name. just first line delete face bla bla thing
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not bad for begining. let's make a start screen
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still there is a problem. loading screen freezed
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make facekit optional. if there isn't camera go on with mouse control ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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i added assets. what's wrong?
Code edit (1 edits merged)
Please save this source code
User prompt
Rhythm Sync - Face-Controlled Beat Catcher
Initial prompt
/**** Assets ****/ LK.init.shape('orb', {width: 80, height: 80, color: 0x00ffff, shape: 'ellipse'}); LK.init.shape('note', {width: 40, height: 40, color: 0xff00ff, shape: 'ellipse'}); LK.init.sound('pulse'); LK.init.music('mainTrack'); /**** Plugins ****/ var facekit = LK.import('@upit/facekit.v1'); var tween = LK.import('@upit/tween.v1'); /**** Variables ****/ var orb; var notes = []; var score = 0; var onBeat = false; var beatTimer = 0; var beatInterval = 30; var beatWindow = 8; var scoreDisplay; /**** Classes ****/ var Orb = Container.expand(function () { var self = Container.call(this); var g = self.attachAsset('orb', {anchorX: 0.5, anchorY: 0.5}); self.update = function () { if (onBeat) { g.tint = 0x00ffff; tween(g, {scaleX: 1.2, scaleY: 1.2}, {duration: 100}); tween(g, {scaleX: 1.0, scaleY: 1.0}, {duration: 200}); } else { g.tint = 0x004488; } }; return self; }); var Note = Container.expand(function () { var self = Container.call(this); var g = self.attachAsset('note', {anchorX: 0.5, anchorY: 0.5}); self.update = function () { if (onBeat) { g.alpha = 1; } else { g.alpha = 0.6; } if (orb.intersects(self)) { LK.getSound('pulse').play(); score += 10; updateScore(); tween(self, {scaleX: 2, scaleY: 2, alpha: 0}, { duration: 200, onFinish: function () { self.destroy(); notes.splice(notes.indexOf(self), 1); } }); } }; return self; }); /**** Game Setup ****/ var game = new LK.Game({backgroundColor: 0x001122}); orb = new Orb(); orb.x = 1024; orb.y = 1200; game.addChild(orb); scoreDisplay = new Text2('Score: 0', {size: 60, fill: 0xffffff}); scoreDisplay.anchor.set(0, 0); LK.gui.topLeft.addChild(scoreDisplay); facekit.init(); // Aktif etmek istemezsen bu satırı yorum satırı yap function updateScore() { scoreDisplay.setText('Score: ' + score); } /**** Input ****/ game.down = function (x, y) { orb.x = x; orb.y = y; }; game.drag = function (x, y) { orb.x = x; orb.y = y; }; /**** Loop ****/ game.update = function () { // Beat hesaplama beatTimer++; var beatPhase = beatTimer % beatInterval; onBeat = beatPhase < beatWindow; // Beat başladığında nota üret if (beatPhase === 0) { var n = new Note(); n.x = Math.random() * 2000; n.y = Math.random() * 2000; notes.push(n); game.addChild(n); } // FaceKit durumları (sadece hazır olsun diye) if (facekit.smile) game.setBackgroundColor(0x224455); else if (facekit.mouthOpen) game.setBackgroundColor(0x552244); else if (facekit.frown) game.setBackgroundColor(0x331111); else game.setBackgroundColor(0x001122); }; /**** Müzik ****/ LK.playMusic('mainTrack');
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Note = Container.expand(function () {
var self = Container.call(this);
var noteGraphics = self.attachAsset('note', {
anchorX: 0.5,
anchorY: 0.5
});
self.isVisible = false;
self.isCollected = false;
noteGraphics.alpha = 0.3;
self.pulse = function () {
noteGraphics.alpha = 1.0;
self.isVisible = true;
tween(noteGraphics, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 100,
onFinish: function onFinish() {
tween(noteGraphics, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100
});
}
});
};
self.fadeOut = function () {
self.isVisible = false;
tween(noteGraphics, {
alpha: 0.3
}, {
duration: 200
});
};
return self;
});
var Orb = Container.expand(function () {
var self = Container.call(this);
var orbGraphics = self.attachAsset('orb', {
anchorX: 0.5,
anchorY: 0.5
});
self.isGlowing = false;
self.startGlow = function () {
if (!self.isGlowing) {
self.isGlowing = true;
tween(orbGraphics, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 200
});
}
};
self.stopGlow = function () {
if (self.isGlowing) {
self.isGlowing = false;
tween(orbGraphics, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 200
});
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a2e
});
/****
* Game Code
****/
// Game state management
var gameState = 'start'; // 'start', 'playing', 'gameOver'
var startScreen = null;
var orb = null;
var notes = [];
var beatWindow = false;
var beatWindowCounter = 0;
var beatCounter = 0;
var dragNode = null;
// Background colors for different expressions
var neutralColor = 0x1a1a2e;
var smileColor = 0x4a90e2;
var frownColor = 0x8b0000;
var mouthOpenColor = 0x9b59b6;
var currentBgColor = neutralColor;
var scoreTxt = new Text2('0', {
size: 100,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.y = 100;
function createStartScreen() {
startScreen = new Container();
game.addChild(startScreen);
// Title
var titleText = new Text2('RHYTHM SYNC', {
size: 120,
fill: 0x00ffff
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 1024;
titleText.y = 800;
startScreen.addChild(titleText);
// Subtitle
var subtitleText = new Text2('Face-Controlled Beat Catcher', {
size: 60,
fill: 0xffd700
});
subtitleText.anchor.set(0.5, 0.5);
subtitleText.x = 1024;
subtitleText.y = 920;
startScreen.addChild(subtitleText);
// Play button background
var playButtonBg = LK.getAsset('orb', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 1.5
});
playButtonBg.x = 1024;
playButtonBg.y = 1200;
startScreen.addChild(playButtonBg);
// Play button text
var playText = new Text2('TAP TO PLAY', {
size: 80,
fill: 0x000000
});
playText.anchor.set(0.5, 0.5);
playText.x = 1024;
playText.y = 1200;
startScreen.addChild(playText);
// Instructions
var instructText = new Text2('Drag the orb to collect notes on the beat!', {
size: 50,
fill: 0xffffff
});
instructText.anchor.set(0.5, 0.5);
instructText.x = 1024;
instructText.y = 1400;
startScreen.addChild(instructText);
// Animate title
tween(titleText, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 1000,
yoyo: true,
repeat: -1
});
}
function startGame() {
gameState = 'playing';
// Remove start screen
if (startScreen) {
startScreen.destroy();
startScreen = null;
}
// Create orb
orb = game.addChild(new Orb());
orb.x = 1024;
orb.y = 1366;
// Start music
LK.playMusic('bgmusic');
}
function spawnNote() {
var note = new Note();
note.x = Math.random() * 1848 + 100; // Keep notes within screen bounds
note.y = Math.random() * 2532 + 100;
notes.push(note);
game.addChild(note);
}
function updateBackground() {
var targetColor = neutralColor;
if (facekitAvailable) {
if (facekit.mouthOpen) {
targetColor = mouthOpenColor;
} else if (facekit.smile) {
targetColor = smileColor;
} else if (facekit.frown) {
targetColor = frownColor;
}
}
if (targetColor !== currentBgColor) {
currentBgColor = targetColor;
game.setBackgroundColor(targetColor);
}
}
function handleMove(x, y, obj) {
if (dragNode) {
dragNode.x = x;
dragNode.y = y;
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
if (gameState === 'start') {
startGame();
} else if (gameState === 'playing' && orb) {
dragNode = orb;
handleMove(x, y, obj);
}
};
game.up = function (x, y, obj) {
if (gameState === 'playing') {
dragNode = null;
}
};
game.update = function () {
if (gameState === 'playing') {
beatCounter++;
// Beat occurs every 30 ticks (0.5 seconds at 60fps)
if (beatCounter >= 30) {
beatCounter = 0;
// Start beat window
beatWindow = true;
beatWindowCounter = 0;
// Pulse all notes
for (var i = 0; i < notes.length; i++) {
notes[i].pulse();
}
// Glow orb during beat window
if (orb) {
orb.startGlow();
}
// Spawn new note occasionally
if (Math.random() < 0.7) {
spawnNote();
}
}
// Manage beat window duration (8 ticks)
if (beatWindow) {
beatWindowCounter++;
if (beatWindowCounter >= 8) {
beatWindow = false;
if (orb) {
orb.stopGlow();
}
// Fade out notes after beat window
for (var i = 0; i < notes.length; i++) {
notes[i].fadeOut();
}
}
}
// Check for note collection
if (orb) {
for (var i = notes.length - 1; i >= 0; i--) {
var note = notes[i];
if (!note.isCollected && orb.intersects(note)) {
if (beatWindow && note.isVisible) {
// Perfect timing - full points
LK.setScore(LK.getScore() + 10);
LK.getSound('pulse').play();
} else if (note.isVisible) {
// Good timing - half points
LK.setScore(LK.getScore() + 5);
LK.getSound('pulse').play();
}
note.isCollected = true;
note.destroy();
notes.splice(i, 1);
scoreTxt.setText(LK.getScore());
}
}
}
// Clean up old notes that haven't been collected
if (LK.ticks % 180 === 0) {
// Every 3 seconds
for (var i = notes.length - 1; i >= 0; i--) {
if (Math.random() < 0.3) {
// 30% chance to remove old notes
notes[i].destroy();
notes.splice(i, 1);
}
}
}
// Update background based on facial expressions (if camera available)
if (facekitAvailable) {
updateBackground();
}
// Win condition at 500 points
if (LK.getScore() >= 500) {
LK.showYouWin();
}
}
};
// Initialize facekit for facial expression detection if camera is available
var facekitAvailable = false;
// Create start screen
createStartScreen(); ===================================================================
--- original.js
+++ change.js
@@ -84,11 +84,12 @@
/****
* Game Code
****/
-var orb = game.addChild(new Orb());
-orb.x = 1024;
-orb.y = 1366;
+// Game state management
+var gameState = 'start'; // 'start', 'playing', 'gameOver'
+var startScreen = null;
+var orb = null;
var notes = [];
var beatWindow = false;
var beatWindowCounter = 0;
var beatCounter = 0;
@@ -105,8 +106,81 @@
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.y = 100;
+function createStartScreen() {
+ startScreen = new Container();
+ game.addChild(startScreen);
+ // Title
+ var titleText = new Text2('RHYTHM SYNC', {
+ size: 120,
+ fill: 0x00ffff
+ });
+ titleText.anchor.set(0.5, 0.5);
+ titleText.x = 1024;
+ titleText.y = 800;
+ startScreen.addChild(titleText);
+ // Subtitle
+ var subtitleText = new Text2('Face-Controlled Beat Catcher', {
+ size: 60,
+ fill: 0xffd700
+ });
+ subtitleText.anchor.set(0.5, 0.5);
+ subtitleText.x = 1024;
+ subtitleText.y = 920;
+ startScreen.addChild(subtitleText);
+ // Play button background
+ var playButtonBg = LK.getAsset('orb', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2,
+ scaleY: 1.5
+ });
+ playButtonBg.x = 1024;
+ playButtonBg.y = 1200;
+ startScreen.addChild(playButtonBg);
+ // Play button text
+ var playText = new Text2('TAP TO PLAY', {
+ size: 80,
+ fill: 0x000000
+ });
+ playText.anchor.set(0.5, 0.5);
+ playText.x = 1024;
+ playText.y = 1200;
+ startScreen.addChild(playText);
+ // Instructions
+ var instructText = new Text2('Drag the orb to collect notes on the beat!', {
+ size: 50,
+ fill: 0xffffff
+ });
+ instructText.anchor.set(0.5, 0.5);
+ instructText.x = 1024;
+ instructText.y = 1400;
+ startScreen.addChild(instructText);
+ // Animate title
+ tween(titleText, {
+ scaleX: 1.1,
+ scaleY: 1.1
+ }, {
+ duration: 1000,
+ yoyo: true,
+ repeat: -1
+ });
+}
+function startGame() {
+ gameState = 'playing';
+ // Remove start screen
+ if (startScreen) {
+ startScreen.destroy();
+ startScreen = null;
+ }
+ // Create orb
+ orb = game.addChild(new Orb());
+ orb.x = 1024;
+ orb.y = 1366;
+ // Start music
+ LK.playMusic('bgmusic');
+}
function spawnNote() {
var note = new Note();
note.x = Math.random() * 1848 + 100; // Keep notes within screen bounds
note.y = Math.random() * 2532 + 100;
@@ -136,84 +210,98 @@
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
- dragNode = orb;
- handleMove(x, y, obj);
+ if (gameState === 'start') {
+ startGame();
+ } else if (gameState === 'playing' && orb) {
+ dragNode = orb;
+ handleMove(x, y, obj);
+ }
};
game.up = function (x, y, obj) {
- dragNode = null;
+ if (gameState === 'playing') {
+ dragNode = null;
+ }
};
game.update = function () {
- beatCounter++;
- // Beat occurs every 30 ticks (0.5 seconds at 60fps)
- if (beatCounter >= 30) {
- beatCounter = 0;
- // Start beat window
- beatWindow = true;
- beatWindowCounter = 0;
- // Pulse all notes
- for (var i = 0; i < notes.length; i++) {
- notes[i].pulse();
- }
- // Glow orb during beat window
- orb.startGlow();
- // Spawn new note occasionally
- if (Math.random() < 0.7) {
- spawnNote();
- }
- }
- // Manage beat window duration (8 ticks)
- if (beatWindow) {
- beatWindowCounter++;
- if (beatWindowCounter >= 8) {
- beatWindow = false;
- orb.stopGlow();
- // Fade out notes after beat window
+ if (gameState === 'playing') {
+ beatCounter++;
+ // Beat occurs every 30 ticks (0.5 seconds at 60fps)
+ if (beatCounter >= 30) {
+ beatCounter = 0;
+ // Start beat window
+ beatWindow = true;
+ beatWindowCounter = 0;
+ // Pulse all notes
for (var i = 0; i < notes.length; i++) {
- notes[i].fadeOut();
+ notes[i].pulse();
}
+ // Glow orb during beat window
+ if (orb) {
+ orb.startGlow();
+ }
+ // Spawn new note occasionally
+ if (Math.random() < 0.7) {
+ spawnNote();
+ }
}
- }
- // Check for note collection
- for (var i = notes.length - 1; i >= 0; i--) {
- var note = notes[i];
- if (!note.isCollected && orb.intersects(note)) {
- if (beatWindow && note.isVisible) {
- // Perfect timing - full points
- LK.setScore(LK.getScore() + 10);
- LK.getSound('pulse').play();
- } else if (note.isVisible) {
- // Good timing - half points
- LK.setScore(LK.getScore() + 5);
- LK.getSound('pulse').play();
+ // Manage beat window duration (8 ticks)
+ if (beatWindow) {
+ beatWindowCounter++;
+ if (beatWindowCounter >= 8) {
+ beatWindow = false;
+ if (orb) {
+ orb.stopGlow();
+ }
+ // Fade out notes after beat window
+ for (var i = 0; i < notes.length; i++) {
+ notes[i].fadeOut();
+ }
}
- note.isCollected = true;
- note.destroy();
- notes.splice(i, 1);
- scoreTxt.setText(LK.getScore());
}
- }
- // Clean up old notes that haven't been collected
- if (LK.ticks % 180 === 0) {
- // Every 3 seconds
- for (var i = notes.length - 1; i >= 0; i--) {
- if (Math.random() < 0.3) {
- // 30% chance to remove old notes
- notes[i].destroy();
- notes.splice(i, 1);
+ // Check for note collection
+ if (orb) {
+ for (var i = notes.length - 1; i >= 0; i--) {
+ var note = notes[i];
+ if (!note.isCollected && orb.intersects(note)) {
+ if (beatWindow && note.isVisible) {
+ // Perfect timing - full points
+ LK.setScore(LK.getScore() + 10);
+ LK.getSound('pulse').play();
+ } else if (note.isVisible) {
+ // Good timing - half points
+ LK.setScore(LK.getScore() + 5);
+ LK.getSound('pulse').play();
+ }
+ note.isCollected = true;
+ note.destroy();
+ notes.splice(i, 1);
+ scoreTxt.setText(LK.getScore());
+ }
}
}
+ // Clean up old notes that haven't been collected
+ if (LK.ticks % 180 === 0) {
+ // Every 3 seconds
+ for (var i = notes.length - 1; i >= 0; i--) {
+ if (Math.random() < 0.3) {
+ // 30% chance to remove old notes
+ notes[i].destroy();
+ notes.splice(i, 1);
+ }
+ }
+ }
+ // Update background based on facial expressions (if camera available)
+ if (facekitAvailable) {
+ updateBackground();
+ }
+ // Win condition at 500 points
+ if (LK.getScore() >= 500) {
+ LK.showYouWin();
+ }
}
- // Update background based on facial expressions (if camera available)
- if (facekitAvailable) {
- updateBackground();
- }
- // Win condition at 500 points
- if (LK.getScore() >= 500) {
- LK.showYouWin();
- }
};
// Initialize facekit for facial expression detection if camera is available
var facekitAvailable = false;
-// Start background music
-LK.playMusic('bgmusic');
\ No newline at end of file
+// Create start screen
+createStartScreen();
\ No newline at end of file
A futuristic abstract 2D background for a rhythm game start screen. Neon color palette — cyan, magenta, and deep purple. Floating glowing spheres, waveforms, and pulse rings layered over a dark space-like gradient background. Visual elements should feel musical — like a living audio visualizer. High detail, soft glowing effects, minimal UI clutter space in center. Style: Digital art, vibrant, atmospheric.. In-Game asset. 2d. High contrast. No shadows
Design a seamless looping 2D abstract background for a rhythm-based game. Color palette: dark blue, black, soft purples — with faint neon pulses. Include soft gradients, subtle waveform lines, and floating particles or rings. The background should feel immersive and reactive, but not distract from gameplay elements. Style: futuristic, ambient, minimalistic digital art. No characters or sharp objects. Ideal for side-scrolling or freely moving 2D rhythm gameplay.. In-Game asset. 2d. High contrast. No shadows
a round shape futuristic speaker. In-Game asset. 2d. High contrast. No shadows