User prompt
22 seconds counter
User prompt
please 60 seconds counter
User prompt
dont show counter on start screen just game screen
User prompt
show the counter on game screen up right position. 60 seconds counter
User prompt
now make a counter to end the game. end of game put 5 best scores for each difficulty to high scores ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
why medium button black and others white? make it white too
User prompt
could you please clear medium button and make it same like easy and hard button
User prompt
under high scores button show highest score and which difficulty ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
okay, now i want a scoreboard, best 5 points for every difficulties ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
there is a small latency on game. like how? when i tap to "tap to play" button, music starts but notes come little bit later. make it same time
User prompt
i cannot hear the start screen music?
User prompt
come on? back to previous stabil version
User prompt
there is a problem about sync. i tried on easy mode. when i start to play everything is good. 80 bpm flashing notes and i can catch them. but after looping music sync is getting worse and worse. in the and different flashing notes and music
User prompt
ok so lets prepare different music for each difficulty
User prompt
take back last change
User prompt
take difficulty buttons down a little bit more
User prompt
i want to change the start screen design. clean behind of medium difficulty button
User prompt
delete "note" photo from start screen
User prompt
change the wave effect of orb to a wave like sound waves ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
delete difficulty text from start screen
User prompt
change the background of difficulty buttons, and also colors
User prompt
easy medium hard buttons are in a row. seperate them and make text bold
User prompt
easy medium hard buttons so thin. i couldnt see
User prompt
change text color of easy medium hard
User prompt
difficulty section little bit down. and put a selector. icouldnt select easy or hard. make it like first select difficulty and then tap to play
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
easyScores: [],
mediumScores: [],
hardScores: []
});
/****
* Classes
****/
var Note = Container.expand(function () {
var self = Container.call(this);
var noteGraphics = self.attachAsset('orb', {
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
});
// Create wave effect circles
var wave1 = LK.getAsset('orb', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3,
scaleX: 1.5,
scaleY: 1.5
});
var wave2 = LK.getAsset('orb', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.2,
scaleX: 2.0,
scaleY: 2.0
});
var wave3 = LK.getAsset('orb', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.1,
scaleX: 2.5,
scaleY: 2.5
});
self.addChild(wave3);
self.addChild(wave2);
self.addChild(wave1);
self.addChild(orbGraphics);
// Start continuous wave animation
self.startWaves = function () {
// Wave 1 animation
tween(wave1, {
scaleX: 3.0,
scaleY: 3.0,
alpha: 0
}, {
duration: 1000,
onFinish: function onFinish() {
wave1.scaleX = 1.5;
wave1.scaleY = 1.5;
wave1.alpha = 0.3;
self.startWaves();
}
});
// Wave 2 animation (delayed)
LK.setTimeout(function () {
tween(wave2, {
scaleX: 3.5,
scaleY: 3.5,
alpha: 0
}, {
duration: 1000,
onFinish: function onFinish() {
wave2.scaleX = 2.0;
wave2.scaleY = 2.0;
wave2.alpha = 0.2;
}
});
}, 300);
// Wave 3 animation (more delayed)
LK.setTimeout(function () {
tween(wave3, {
scaleX: 4.0,
scaleY: 4.0,
alpha: 0
}, {
duration: 1000,
onFinish: function onFinish() {
wave3.scaleX = 2.5;
wave3.scaleY = 2.5;
wave3.alpha = 0.1;
}
});
}, 600);
};
// Start the wave effect immediately
self.startWaves();
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 difficulty = 'medium'; // 'easy', 'medium', 'hard'
var difficultySelected = false;
var startScreen = null;
var startBackground = null;
var gameBackground = null;
var orb = null;
var notes = [];
var beatWindow = false;
var beatWindowCounter = 0;
var beatCounter = 0;
var dragNode = null;
var gameStartTick = 0;
var gameTimer = 0;
var gameTimerMax = 1320; // 22 seconds at 60 FPS
// 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;
var timerTxt = null;
function showScoreboard() {
gameState = 'scoreboard';
// Remove start screen
if (startScreen) {
startScreen.destroy();
startScreen = null;
}
// Create scoreboard container
var scoreboardScreen = new Container();
game.addChild(scoreboardScreen);
// Background
var scoreboardBg = scoreboardScreen.attachAsset('startBg', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
scaleX: 1.0,
scaleY: 1.33,
alpha: 0.8
});
// Title
var titleText = new Text2('HIGH SCORES', {
size: 100,
fill: 0xff00ff
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 1024;
titleText.y = 400;
scoreboardScreen.addChild(titleText);
// Difficulty sections
var difficulties = ['EASY', 'MEDIUM', 'HARD'];
var storageKeys = ['easyScores', 'mediumScores', 'hardScores'];
var colors = [0x00ff00, 0xffff00, 0xff0000];
for (var d = 0; d < 3; d++) {
var difficultyTitle = new Text2(difficulties[d], {
size: 60,
fill: colors[d]
});
difficultyTitle.anchor.set(0.5, 0.5);
difficultyTitle.x = 350 + d * 350;
difficultyTitle.y = 600;
scoreboardScreen.addChild(difficultyTitle);
// Get scores for this difficulty
var scores = storage[storageKeys[d]] || [];
// Display top 5 scores
for (var s = 0; s < 5; s++) {
var scoreText = scores[s] ? scores[s].toString() : '-';
var scoreDisplay = new Text2(s + 1 + '. ' + scoreText, {
size: 40,
fill: 0xffffff
});
scoreDisplay.anchor.set(0.5, 0.5);
scoreDisplay.x = 350 + d * 350;
scoreDisplay.y = 700 + s * 60;
scoreboardScreen.addChild(scoreDisplay);
}
}
// Back button
var backText = new Text2('TAP TO CONTINUE', {
size: 60,
fill: 0x00ff88
});
backText.anchor.set(0.5, 0.5);
backText.x = 1024;
backText.y = 2200;
scoreboardScreen.addChild(backText);
// Store reference for cleanup
game.scoreboardScreen = scoreboardScreen;
}
function getHighestScore() {
var difficulties = ['easy', 'medium', 'hard'];
var highestScore = 0;
var highestDifficulty = 'none';
for (var d = 0; d < difficulties.length; d++) {
var storageKey = difficulties[d] + 'Scores';
var scores = storage[storageKey] || [];
if (scores.length > 0 && scores[0] > highestScore) {
highestScore = scores[0];
highestDifficulty = difficulties[d].toUpperCase();
}
}
return {
score: highestScore,
difficulty: highestDifficulty
};
}
function saveScore(score, difficulty) {
var storageKey = difficulty + 'Scores';
var scores = storage[storageKey] || [];
// Add new score
scores.push(score);
// Sort in descending order
scores.sort(function (a, b) {
return b - a;
});
// Keep only top 5
if (scores.length > 5) {
scores = scores.slice(0, 5);
}
// Save back to storage
storage[storageKey] = scores;
}
function createStartScreen() {
startScreen = new Container();
game.addChild(startScreen);
// Create animated start background
startBackground = startScreen.attachAsset('startBg', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
scaleX: 1.0,
scaleY: 1.33
});
// Create multiple layers for depth effect
var bgLayer1 = LK.getAsset('startBg', {
anchorX: 0,
anchorY: 0,
scaleX: 1.2,
scaleY: 1.2,
alpha: 0.3
});
bgLayer1.x = -100;
bgLayer1.y = -100;
startScreen.addChild(bgLayer1);
var bgLayer2 = LK.getAsset('startBg', {
anchorX: 0,
anchorY: 0,
scaleX: 0.8,
scaleY: 0.8,
alpha: 0.5
});
bgLayer2.x = 200;
bgLayer2.y = 200;
startScreen.addChild(bgLayer2);
// Animate background layers
tween(bgLayer1, {
rotation: Math.PI * 2
}, {
duration: 20000,
repeat: -1
});
tween(bgLayer2, {
rotation: -Math.PI * 2
}, {
duration: 15000,
repeat: -1
});
// Title
var titleText = new Text2('RHYTHM SYNC', {
size: 120,
fill: 0xff00ff
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 1024;
titleText.y = 800;
startScreen.addChild(titleText);
// Subtitle
var subtitleText = new Text2('Beat Catcher', {
size: 60,
fill: 0x00ff88
});
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: 1.5,
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: 0xffff00
});
playText.anchor.set(0.5, 0.5);
playText.x = 1024;
playText.y = 1300;
startScreen.addChild(playText);
// Difficulty selector background
var selectorBg = LK.getAsset('orb', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 8.0,
scaleY: 1.5
});
selectorBg.x = 1024;
selectorBg.y = 1520;
selectorBg.alpha = 0.3;
startScreen.addChild(selectorBg);
// Difficulty button backgrounds
var easyBtnBg = LK.getAsset('orb', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.5,
scaleY: 1.2
});
easyBtnBg.x = 724;
easyBtnBg.y = 1520;
easyBtnBg.alpha = difficulty === 'easy' ? 0.8 : 0.3;
startScreen.addChild(easyBtnBg);
var mediumBtnBg = LK.getAsset('orb', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.5,
scaleY: 1.2,
tint: 0xffffff
});
mediumBtnBg.x = 1024;
mediumBtnBg.y = 1520;
mediumBtnBg.alpha = difficulty === 'medium' ? 0.8 : 0.3;
startScreen.addChild(mediumBtnBg);
var hardBtnBg = LK.getAsset('orb', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.5,
scaleY: 1.2
});
hardBtnBg.x = 1324;
hardBtnBg.y = 1520;
hardBtnBg.alpha = difficulty === 'hard' ? 0.8 : 0.3;
startScreen.addChild(hardBtnBg);
// Difficulty buttons
var easyBtn = new Text2('EASY', {
size: 80,
fill: difficulty === 'easy' ? 0x000000 : 0xffffff,
fontWeight: 'bold'
});
easyBtn.anchor.set(0.5, 0.5);
easyBtn.x = 724;
easyBtn.y = 1520;
startScreen.addChild(easyBtn);
var mediumBtn = new Text2('MEDIUM', {
size: 80,
fill: difficulty === 'medium' ? 0x000000 : 0xffffff,
fontWeight: 'bold'
});
mediumBtn.anchor.set(0.5, 0.5);
mediumBtn.x = 1024;
mediumBtn.y = 1520;
startScreen.addChild(mediumBtn);
var hardBtn = new Text2('HARD', {
size: 80,
fill: difficulty === 'hard' ? 0x000000 : 0xffffff,
fontWeight: 'bold'
});
hardBtn.anchor.set(0.5, 0.5);
hardBtn.x = 1324;
hardBtn.y = 1520;
startScreen.addChild(hardBtn);
// Selection indicator
var selectionIndicator = LK.getAsset('orb', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3.0,
scaleY: 1.0
});
selectionIndicator.alpha = 0.5;
selectionIndicator.x = difficulty === 'easy' ? 724 : difficulty === 'medium' ? 1024 : 1324;
selectionIndicator.y = 1520;
startScreen.addChild(selectionIndicator);
// Store buttons for easy access
startScreen.easyBtn = easyBtn;
startScreen.mediumBtn = mediumBtn;
startScreen.hardBtn = hardBtn;
startScreen.easyBtnBg = easyBtnBg;
startScreen.mediumBtnBg = mediumBtnBg;
startScreen.hardBtnBg = hardBtnBg;
startScreen.selectionIndicator = selectionIndicator;
startScreen.difficultySelected = true;
// Instructions
var instructText = new Text2('Drag the orb to collect notes on the beat!', {
size: 50,
fill: 0xff6600
});
instructText.anchor.set(0.5, 0.5);
instructText.x = 1024;
instructText.y = 1600;
startScreen.addChild(instructText);
// Scoreboard button
var scoreboardBg = LK.getAsset('orb', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3.0,
scaleY: 1.0
});
scoreboardBg.x = 1024;
scoreboardBg.y = 1750;
scoreboardBg.alpha = 0.4;
startScreen.addChild(scoreboardBg);
var scoreboardText = new Text2('HIGH SCORES', {
size: 60,
fill: 0x00ffff
});
scoreboardText.anchor.set(0.5, 0.5);
scoreboardText.x = 1024;
scoreboardText.y = 1750;
startScreen.addChild(scoreboardText);
// Add highest score display under scoreboard button
var highestData = getHighestScore();
var highestScoreText = '';
if (highestData.score > 0) {
highestScoreText = 'Best: ' + highestData.score + ' (' + highestData.difficulty + ')';
} else {
highestScoreText = 'No scores yet';
}
var bestScoreDisplay = new Text2(highestScoreText, {
size: 40,
fill: 0xffaa00
});
bestScoreDisplay.anchor.set(0.5, 0.5);
bestScoreDisplay.x = 1024;
bestScoreDisplay.y = 1800;
startScreen.addChild(bestScoreDisplay);
// Animate title
tween(titleText, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 1000,
yoyo: true,
repeat: -1
});
// Play background music for start screen
LK.playMusic('bgmusic');
}
function startGame() {
gameState = 'playing';
// Remove start screen
if (startScreen) {
startScreen.destroy();
startScreen = null;
}
// Create animated game background
gameBackground = game.attachAsset('gameBg', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
scaleX: 1.0,
scaleY: 1.54
});
// Create floating elements for atmosphere
var floatingElements = [];
for (var i = 0; i < 8; i++) {
var element = LK.getAsset('orb', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 0.3
});
element.alpha = 0.1;
element.x = Math.random() * 2048;
element.y = Math.random() * 2732;
game.addChild(element);
floatingElements.push(element);
// Animate floating elements
tween(element, {
y: element.y + (Math.random() * 400 - 200),
x: element.x + (Math.random() * 400 - 200),
alpha: 0.3
}, {
duration: 3000 + Math.random() * 2000,
yoyo: true,
repeat: -1
});
}
// Create orb
orb = game.addChild(new Orb());
orb.x = 1024;
orb.y = 1366;
// Reset beat timing to sync with music start
gameStartTick = LK.ticks;
beatCounter = 0;
gameTimer = 0;
// Create timer display for game
timerTxt = new Text2('22', {
size: 80,
fill: 0xFFFF00
});
timerTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(timerTxt);
timerTxt.x = -50;
timerTxt.y = 50;
// Start music based on difficulty (this will automatically stop the current bgmusic)
var musicTrack = difficulty === 'easy' ? 'easyMusic' : difficulty === 'medium' ? 'mediumMusic' : 'hardMusic';
LK.playMusic(musicTrack);
}
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') {
// Check if clicked on difficulty buttons
if (startScreen && y >= 1480 && y <= 1560) {
if (x >= 650 && x <= 800) {
// Easy button clicked
difficulty = 'easy';
difficultySelected = true;
startScreen.easyBtn.fill = 0x000000;
startScreen.mediumBtn.fill = 0xffffff;
startScreen.hardBtn.fill = 0xffffff;
startScreen.easyBtnBg.alpha = 0.8;
startScreen.mediumBtnBg.alpha = 0.3;
startScreen.hardBtnBg.alpha = 0.3;
startScreen.selectionIndicator.x = 724;
} else if (x >= 950 && x <= 1100) {
// Medium button clicked
difficulty = 'medium';
difficultySelected = true;
startScreen.easyBtn.fill = 0xffffff;
startScreen.mediumBtn.fill = 0x000000;
startScreen.hardBtn.fill = 0xffffff;
startScreen.easyBtnBg.alpha = 0.3;
startScreen.mediumBtnBg.alpha = 0.8;
startScreen.hardBtnBg.alpha = 0.3;
startScreen.selectionIndicator.x = 1024;
} else if (x >= 1250 && x <= 1400) {
// Hard button clicked
difficulty = 'hard';
difficultySelected = true;
startScreen.easyBtn.fill = 0xffffff;
startScreen.mediumBtn.fill = 0xffffff;
startScreen.hardBtn.fill = 0x000000;
startScreen.easyBtnBg.alpha = 0.3;
startScreen.mediumBtnBg.alpha = 0.3;
startScreen.hardBtnBg.alpha = 0.8;
startScreen.selectionIndicator.x = 1324;
}
} else if (y >= 1700 && y <= 1800 && x >= 800 && x <= 1250) {
// Scoreboard button clicked
showScoreboard();
} else if (difficultySelected) {
// Start game only if difficulty is selected
startGame();
}
} else if (gameState === 'scoreboard') {
// Return to start screen from scoreboard
if (game.scoreboardScreen) {
game.scoreboardScreen.destroy();
game.scoreboardScreen = null;
}
gameState = 'start';
createStartScreen();
} else if (gameState === 'scoreboard') {
// Return to start screen from scoreboard
if (game.scoreboardScreen) {
game.scoreboardScreen.destroy();
game.scoreboardScreen = null;
}
gameState = 'start';
createStartScreen();
} 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') {
// Beat timing based on ticks for stable synchronization
var beatInterval = difficulty === 'easy' ? 45 : difficulty === 'medium' ? 30 : 20;
var beatWindowDuration = difficulty === 'easy' ? 12 : difficulty === 'medium' ? 8 : 5;
var spawnChance = difficulty === 'easy' ? 0.5 : difficulty === 'medium' ? 0.7 : 0.9;
// Check if we've hit a new beat using ticks since game started
var ticksSinceStart = LK.ticks - gameStartTick;
if (ticksSinceStart % beatInterval === 0 && ticksSinceStart > 0) {
beatCounter++;
// 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 based on difficulty
if (Math.random() < spawnChance) {
spawnNote();
}
}
// Manage beat window duration based on difficulty
if (beatWindow) {
beatWindowCounter++;
if (beatWindowCounter >= beatWindowDuration) {
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());
}
}
}
// Update timer display
if (timerTxt) {
var timeLeft = Math.ceil((gameTimerMax - gameTimer) / 60);
timerTxt.setText(timeLeft.toString());
}
// 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();
}
// Update game timer
gameTimer++;
// End game when timer reaches maximum
if (gameTimer >= gameTimerMax) {
// Save the score before showing game over
saveScore(LK.getScore(), difficulty);
LK.showGameOver();
}
// Win condition at 500 points
if (LK.getScore() >= 500) {
// Save the score before showing win screen
saveScore(LK.getScore(), difficulty);
LK.showYouWin();
}
}
};
// Initialize facekit for facial expression detection if camera is available
var facekitAvailable = false;
// Create start screen
createStartScreen(); ===================================================================
--- original.js
+++ change.js
@@ -179,9 +179,9 @@
var beatCounter = 0;
var dragNode = null;
var gameStartTick = 0;
var gameTimer = 0;
-var gameTimerMax = 3600; // 60 seconds at 60 FPS
+var gameTimerMax = 1320; // 22 seconds at 60 FPS
// Background colors for different expressions
var neutralColor = 0x1a1a2e;
var smileColor = 0x4a90e2;
var frownColor = 0x8b0000;
@@ -576,9 +576,9 @@
gameStartTick = LK.ticks;
beatCounter = 0;
gameTimer = 0;
// Create timer display for game
- timerTxt = new Text2('60', {
+ timerTxt = new Text2('22', {
size: 80,
fill: 0xFFFF00
});
timerTxt.anchor.set(1, 0);
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