User prompt
sürekli şekilde çoklu gelmesin ama oyun ilerledikçe oyun zorlaşsın notalar daha hızlı gelsin ve dağınık şekilde çoklu gelmeye başlasın bu zorluk oldukça yavaş şekilde artsın
User prompt
notalar gittikçe hızlanan ve oyun ilerledikçe çoklu şekilde gelebilme şeklinde düzenle
User prompt
misses kısmını ve puan kısmını ekranın üzerinde daha güzel olacak şekilde düzenle
User prompt
can olayını kaldır komple
User prompt
The character’s visible health on the screen should decrease by 1 each time a monster approaches and explodes. (Each explosion deals 1 damage.)
User prompt
karakterin canı hala azalmıyor
User prompt
canavar karakterin yanında patladığında karakterin üstte gözüken health:5 1 azalsın ve health 4 olsun bu şekilde 5 canavar karaktere ulaşırsa oyun bitsin
User prompt
Please fix the bug: 'ReferenceError: heroHealth is not defined' in or related to this line: 'heroHealthTxt.setText('Health: ' + heroHealth);' Line Number: 1020
User prompt
canavarlar karakter ulaştığında patlasın ve karakterin 1 healthını götürsün
User prompt
hala karakterin canı azalmıyor canavarlar karakterin canını götürmeli bunu düzelt health 0 olduğunda karakter ölecek ve oyun bitecek
User prompt
canavarlar karaktere vurduğunda health 1 azalsın ve her canavar healthı 3 saniye 1 götürsün
User prompt
karakterin canı oyun içerisinde gözüksün ve canavarlar yanına geldiğinde ona saldırıp canını götürsün şuanda hala karakterin canı gitmiyor
User prompt
karakterin azalabilen bir oyun içi canı olsun canavarlar onun yanına geldiğinde ona hasar versin ve canı gitsin canı kalmadığında oyun bitsin karakter ölsün
User prompt
canavarlar karakterin canını götürmeli yani üstündeki kalplerden eksilmeli ama canavarlar karakterin üstünde gözüken kalbini eksiltmiyor
User prompt
canavarlar şuanda karaktere hasar verip canını götürmüyorlar bunu düzlet
User prompt
Oyundaki karakterin 5 canı olsun Canavarlar karakterin yanına geldiğinde dursun ve ona her 3 saniyede 1 can hasar versin Karakterin 5 canının hepsi gittiğinde karakter ölsün ve oyun bitsinm
User prompt
oyundaki can ve heart assetlerini kaldır
User prompt
canavarlar her 3 saniyede 1 karakterin 1 canın götürsün
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'healthBar.x = hero.x - barWidth / 2 + heartSize / 2;' Line Number: 932
User prompt
karaktere oyun ekranında gözüken 5 adet can ekle
User prompt
Oyundaki canavarlar karaktere yaklaştığında onun sahip olduğu 5 canı yavaş yavaş azaltsın karakterin canı kalmadığında oyun bitsin
User prompt
Majestic Mountains haritasında canavarlar öldüğünde monsterdead3 sounds asseti çalışsın
User prompt
düşen notaların boyutunu biracık arttır
User prompt
hala Majestic Mountains haritasında gözüken canavarlar monster assetinden geliyor fakat monster3 asseti kullanılsın bu haritada
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // --- Win Condition (Optional: e.g. score 30) --- /* if (score >= 30) { LK.showYouWin(); } */ // --- End of File --- // Monster: Enemy advancing from the top var Monster = Container.expand(function () { var self = Container.call(this); // Attach monster asset (box/ellipse) var monsterAsset = self.attachAsset('monster', { anchorX: 0.5, anchorY: 0.5, width: self.monsterSize, height: self.monsterSize }); // Health points self.hp = self.maxHp; // Called every tick self.update = function () { // Monsters only move forward if not destroyed if (!self.destroyed) { // Move toward hero using direction vector if set if (typeof self.dirX === "number" && typeof self.dirY === "number") { self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; } else { // fallback: move down self.y += self.speed; } } }; // --- Flying effect: gentle up/down hover using tween --- function startFlyingEffect() { // Reset to default before starting self.yOffset = 0; // Animate up tween(self, { yOffset: -18 }, { duration: 420 + Math.random() * 120, easing: tween.easeInOut, onUpdate: function onUpdate() { // Apply yOffset to monster position self.y += self.yOffset - (self._lastYOffset || 0); self._lastYOffset = self.yOffset; }, onFinish: function onFinish() { // Animate down tween(self, { yOffset: 18 }, { duration: 420 + Math.random() * 120, easing: tween.easeInOut, onUpdate: function onUpdate() { self.y += self.yOffset - (self._lastYOffset || 0); self._lastYOffset = self.yOffset; }, onFinish: function onFinish() { startFlyingEffect(); } }); } }); } startFlyingEffect(); // Take damage self.hit = function () { self.hp -= 1; if (self.hp <= 0) { self.destroyed = true; // Play monster dead sound LK.getSound('monsterdead').play(); // Animate scale up and fade out for death effect tween(self, { alpha: 0, scaleX: 1.7, scaleY: 1.7 }, { duration: 220, onFinish: function onFinish() { self.destroy(); } }); } else { // Flash red tween(monsterAsset, { tint: 0xff4444 }, { duration: 80, onFinish: function onFinish() { tween(monsterAsset, { tint: self.baseColor }, { duration: 120 }); } }); } }; return self; }); // Monster2: Funky Groove special monster var Monster2 = Container.expand(function () { var self = Container.call(this); // Attach monster2 asset var monsterAsset = self.attachAsset('monster2', { anchorX: 0.5, anchorY: 0.5, width: self.monsterSize, height: self.monsterSize }); // Health points self.hp = self.maxHp; // Called every tick self.update = function () { if (!self.destroyed) { if (typeof self.dirX === "number" && typeof self.dirY === "number") { self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; } else { self.y += self.speed; } } }; // --- Flying effect: gentle up/down hover using tween --- function startFlyingEffect() { self.yOffset = 0; tween(self, { yOffset: -18 }, { duration: 420 + Math.random() * 120, easing: tween.easeInOut, onUpdate: function onUpdate() { self.y += self.yOffset - (self._lastYOffset || 0); self._lastYOffset = self.yOffset; }, onFinish: function onFinish() { tween(self, { yOffset: 18 }, { duration: 420 + Math.random() * 120, easing: tween.easeInOut, onUpdate: function onUpdate() { self.y += self.yOffset - (self._lastYOffset || 0); self._lastYOffset = self.yOffset; }, onFinish: function onFinish() { startFlyingEffect(); } }); } }); } startFlyingEffect(); // Take damage self.hit = function () { self.hp -= 1; if (self.hp <= 0) { self.destroyed = true; // Play monsterdead2 sound for Funky Groove monsters LK.getSound('monsterdead2').play(); tween(self, { alpha: 0, scaleX: 1.7, scaleY: 1.7 }, { duration: 220, onFinish: function onFinish() { self.destroy(); } }); } else { // Flash red tween(monsterAsset, { tint: 0xff4444 }, { duration: 80, onFinish: function onFinish() { tween(monsterAsset, { tint: self.baseColor }, { duration: 120 }); } }); } }; return self; }); // Monster3: Majestic Mountains special monster var Monster3 = Container.expand(function () { var self = Container.call(this); // Attach monster3 asset var monsterAsset = self.attachAsset('monster3', { anchorX: 0.5, anchorY: 0.5, width: self.monsterSize, height: self.monsterSize }); // Health points self.hp = self.maxHp; // Called every tick self.update = function () { if (!self.destroyed) { if (typeof self.dirX === "number" && typeof self.dirY === "number") { self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; } else { self.y += self.speed; } } }; // --- Flying effect: gentle up/down hover using tween --- function startFlyingEffect() { self.yOffset = 0; tween(self, { yOffset: -18 }, { duration: 420 + Math.random() * 120, easing: tween.easeInOut, onUpdate: function onUpdate() { self.y += self.yOffset - (self._lastYOffset || 0); self._lastYOffset = self.yOffset; }, onFinish: function onFinish() { tween(self, { yOffset: 18 }, { duration: 420 + Math.random() * 120, easing: tween.easeInOut, onUpdate: function onUpdate() { self.y += self.yOffset - (self._lastYOffset || 0); self._lastYOffset = self.yOffset; }, onFinish: function onFinish() { startFlyingEffect(); } }); } }); } startFlyingEffect(); // Take damage self.hit = function () { self.hp -= 1; if (self.hp <= 0) { self.destroyed = true; // Play monsterdead3 sound for Majestic Mountains monsters LK.getSound('monsterdead3').play(); tween(self, { alpha: 0, scaleX: 1.7, scaleY: 1.7 }, { duration: 220, onFinish: function onFinish() { self.destroy(); } }); } else { // Flash red tween(monsterAsset, { tint: 0xff4444 }, { duration: 80, onFinish: function onFinish() { tween(monsterAsset, { tint: self.baseColor }, { duration: 120 }); } }); } }; return self; }); // Note: Falling note that must be hit in time var Note = Container.expand(function () { var self = Container.call(this); // Pick a random note asset for this note var noteAssetId = 'note' + (1 + Math.floor(Math.random() * 4)); self.noteAssetId = noteAssetId; var noteAsset = self.attachAsset(noteAssetId, { anchorX: 0.5, anchorY: 0.5, width: self.noteSize, height: self.noteSize }); // Index of the key this note targets self.keyIndex = typeof self.keyIndex !== "undefined" ? self.keyIndex : self.index; // Used for hit/miss detection self.active = true; // Called every tick self.update = function () { // Notes always fall straight down toward their assigned key self.y += self.speed; // Find the key this note is assigned to var key = typeof self.keyIndex !== "undefined" && self.keyIndex >= 0 && self.keyIndex < NUM_KEYS ? pianoKeys[self.keyIndex] : null; if (key) { var missY = key.y + KEY_HEIGHT + self.noteSize / 2; // If note crosses the bottom boundary and is still active, mark as miss and destroy if (self.y > missY && self.active) { self.active = false; // Register miss missCount += 1; missTxt.setText('Misses: ' + missCount); LK.effects.flashObject(hero, 0xff4444, 200); checkGameOver(); self.destroy(); } } else { // Defensive: If key is missing, just destroy the note self.destroy(); } }; return self; }); // PianoKey: Represents a single piano key at the bottom var PianoKey = Container.expand(function () { var self = Container.call(this); // Defensive: Set defaults if not set if (typeof self.assetId === "undefined") { self.assetId = 'key_piano'; } if (typeof self.keyWidth === "undefined") { self.keyWidth = KEY_WIDTH; } if (typeof self.keyHeight === "undefined") { self.keyHeight = KEY_HEIGHT; } if (typeof self.baseColor === "undefined") { self.baseColor = 0xffffff; } if (typeof self.index === "undefined") { self.index = 0; } // Attach key asset (always key_piano) var keyAsset = self.attachAsset(self.assetId, { anchorX: 0.5, anchorY: 0, width: self.keyWidth, height: self.keyHeight }); // Store index for reference self.keyIndex = self.index; // Set initial dim state keyAsset.alpha = 0.45; // Visual feedback for press self.flash = function () { // Light up key tween(keyAsset, { alpha: 1 }, { duration: 60, onFinish: function onFinish() { // Return to dim after a short time tween(keyAsset, { alpha: 0.45 }, { duration: 120 }); } }); }; return self; }); // Projectile: Fired by hero toward a monster var Projectile = Container.expand(function () { var self = Container.call(this); // Defensive: Set defaults if not set if (typeof self.size === "undefined") { self.size = PROJECTILE_SIZE; } if (typeof self.speed === "undefined") { self.speed = PROJECTILE_SPEED; } // Pick a random bullet asset for this projectile var bulletAssetIds = ['bullet', 'bullet2', 'bullet3', 'bullet4']; var chosenBulletAsset = bulletAssetIds[Math.floor(Math.random() * bulletAssetIds.length)]; // Attach bullet asset var projAsset = self.attachAsset(chosenBulletAsset, { anchorX: 0.5, anchorY: 0.5, width: self.size, height: self.size }); // Target monster (set externally) self.target = null; // Called every tick self.update = function () { // If no target or target destroyed, fade out and destroy if (!self.target || self.target.destroyed || !self.target.parent) { tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 120, onFinish: function onFinish() { self.destroy(); } }); return; } // Move toward target var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < self.speed) { // Arrived at target: hit! if (typeof self.target.hit === "function") { self.target.hit(); } // Impact effect tween(self, { alpha: 0, scaleX: 1.7, scaleY: 1.7 }, { duration: 120, onFinish: function onFinish() { self.destroy(); } }); return; } // Move toward target self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181830 }); /**** * Game Code ****/ // Create splash background asset (full screen, custom color or image) // --- SPLASH SCREEN LOGIC --- // Funky Groove top background (separate from splash and other screens) var splashBg = LK.getAsset('entry_bg', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); game.addChild(splashBg); // Title text var splashTitle = new Text2("Melody Mayhem", { size: 210, fill: 0xFFE600, font: "'Impact','GillSans-Bold','Arial Black',Tahoma,sans-serif", stroke: "#222", strokeThickness: 16, dropShadow: true, dropShadowColor: "#000", dropShadowDistance: 8, dropShadowAngle: Math.PI / 2, dropShadowBlur: 8 }); // Move splash title and buttons to the bottom of the screen splashTitle.anchor.set(0.5, 1); splashTitle.x = 2048 / 2; splashTitle.y = 2732 - 420; game.addChild(splashTitle); // "Choose The Music" button var chooseMusicBtn = new Container(); var chooseMusicBg = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: 700, height: 180, x: 0, y: 0 }); chooseMusicBtn.addChild(chooseMusicBg); var chooseMusicTxt = new Text2("Choose The Music", { size: 82, fill: ["#FF5F6D", "#FFC371", "#43E97B", "#38F9D7"], // gradient-like array for color pop font: "'Comic Sans MS','Luckiest Guy','Impact','GillSans-Bold','Arial Black',Tahoma,sans-serif", stroke: "#fff", strokeThickness: 7, dropShadow: true, dropShadowColor: "#222", dropShadowDistance: 3, dropShadowAngle: Math.PI / 2, dropShadowBlur: 7 }); chooseMusicTxt.anchor.set(0.5, 0.5); chooseMusicTxt.x = 0; chooseMusicTxt.y = 0; chooseMusicBtn.addChild(chooseMusicTxt); // "How to Play" button var howToPlayBtn = new Container(); var howToPlayBg = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: 700, height: 180, x: 0, y: 0 }); howToPlayBtn.addChild(howToPlayBg); var howToPlayTxt = new Text2("How to Play", { size: 82, fill: ["#43E97B", "#38F9D7", "#FF5F6D", "#FFC371"], // gradient-like array for color pop font: "'Comic Sans MS','Luckiest Guy','Impact','GillSans-Bold','Arial Black',Tahoma,sans-serif", stroke: "#fff", strokeThickness: 7, dropShadow: true, dropShadowColor: "#222", dropShadowDistance: 3, dropShadowAngle: Math.PI / 2, dropShadowBlur: 7 }); howToPlayTxt.anchor.set(0.5, 0.5); howToPlayTxt.x = 0; howToPlayTxt.y = 0; howToPlayBtn.addChild(howToPlayTxt); // Position both buttons side by side, centered horizontally at the bottom var buttonSpacing = 80; // space between buttons var buttonY = 2732 - 180; // bottom margin, same for both var buttonTotalWidth = 700 * 2 + buttonSpacing; var leftBtnX = 2048 / 2 - (700 / 2 + buttonSpacing / 2); var rightBtnX = 2048 / 2 + (700 / 2 + buttonSpacing / 2); chooseMusicBtn.x = leftBtnX; chooseMusicBtn.y = buttonY; howToPlayBtn.x = rightBtnX; howToPlayBtn.y = buttonY; game.addChild(chooseMusicBtn); game.addChild(howToPlayBtn); // Music selection menu (hidden by default) var musicMenu = new Container(); musicMenu.visible = false; musicMenu.x = 2048 / 2; musicMenu.y = 1200; var musicNames = [{ id: "gamemusic", label: "Cyber : 2099", fill: ["#00F0FF", "#FF00C8", "#00FF85"] // Vibrant neon }, { id: "gamemusic2", label: "Welcome to Hell", fill: ["#FF2D00", "#FFB800", "#FF00A8"] // Hot, fiery }, { id: "gamemusic3", label: "Majestic Mountains", fill: ["#00FFB2", "#00B2FF", "#FFFA00"] // Lively, fresh }]; var musicBtns = []; for (var i = 0; i < musicNames.length; i++) { var btn = new Container(); var btnBg = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: 820, // wider for long names height: 150, // slightly taller for better fit x: 0, y: 0 }); btn.addChild(btnBg); var btnTxt = new Text2(musicNames[i].label, { size: 66, // smaller font to fit long names fill: musicNames[i].fill, font: "'Comic Sans MS','Luckiest Guy','Impact','GillSans-Bold','Arial Black',Tahoma,sans-serif", stroke: "#fff", strokeThickness: 8, dropShadow: true, dropShadowColor: "#000", dropShadowDistance: 4, dropShadowAngle: Math.PI / 2, dropShadowBlur: 8 }); btnTxt.anchor.set(0.5, 0.5); btnTxt.x = 0; btnTxt.y = 0; btn.addChild(btnTxt); btn.x = 0; btn.y = i * 180; btn.musicId = musicNames[i].id; musicBtns.push(btn); musicMenu.addChild(btn); } // Add a back button to the music menu var backBtn = new Container(); var backBtnBg = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: 500, height: 120, x: 0, y: 0 }); backBtn.addChild(backBtnBg); var backBtnTxt = new Text2("Back", { size: 70, fill: ["#FF5F6D", "#43E97B"], font: "'Comic Sans MS','Luckiest Guy','Impact','GillSans-Bold','Arial Black',Tahoma,sans-serif", stroke: "#fff", strokeThickness: 7, dropShadow: true, dropShadowColor: "#222", dropShadowDistance: 3, dropShadowAngle: Math.PI / 2, dropShadowBlur: 7 }); backBtnTxt.anchor.set(0.5, 0.5); backBtnTxt.x = 0; backBtnTxt.y = 0; backBtn.addChild(backBtnTxt); // Position back button below music buttons backBtn.x = 0; backBtn.y = musicNames.length * 180 + 80; musicMenu.addChild(backBtn); game.addChild(musicMenu); // How to Play popup (hidden by default) var howToPlayPopup = new Container(); howToPlayPopup.visible = false; howToPlayPopup.x = 2048 / 2; howToPlayPopup.y = 1200; var popupBg = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: 1400, height: 900, x: 0, y: 0 }); howToPlayPopup.addChild(popupBg); var howToPlayText = new Text2("Tap the falling notes or the correct piano key at the right time to shoot monsters!\n\n" + "- Hit notes before they reach the bottom.\n" + "- Each hit fires a projectile at a monster.\n" + "- Don't let monsters reach you or miss too many notes!\n\n" + "Good luck!", { size: 60, fill: "#222", align: "center", wordWrap: true, wordWrapWidth: 1200 }); howToPlayText.anchor.set(0.5, 0.5); howToPlayText.x = 0; howToPlayText.y = -80; howToPlayPopup.addChild(howToPlayText); // Close button for popup var closePopupBtn = new Container(); var closePopupBg = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: 400, height: 120, x: 0, y: 0 }); closePopupBtn.addChild(closePopupBg); var closePopupTxt = new Text2("Close", { size: 70, fill: "#222" }); closePopupTxt.anchor.set(0.5, 0.5); closePopupTxt.x = 0; closePopupTxt.y = 0; closePopupBtn.addChild(closePopupTxt); closePopupBtn.x = 0; closePopupBtn.y = 320; howToPlayPopup.addChild(closePopupBtn); game.addChild(howToPlayPopup); // --- Splash screen input handling --- var splashActive = true; game.down = function (x, y, obj) { if (!splashActive) return; // Convert to local coordinates for splash elements var localX = x, localY = y; // Check Choose Music button if (localX >= chooseMusicBtn.x - 350 && localX <= chooseMusicBtn.x + 350 && localY >= chooseMusicBtn.y - 90 && localY <= chooseMusicBtn.y + 90) { // Show music menu musicMenu.visible = true; chooseMusicBtn.visible = false; howToPlayBtn.visible = false; return; } // Check How to Play button if (localX >= howToPlayBtn.x - 350 && localX <= howToPlayBtn.x + 350 && localY >= howToPlayBtn.y - 90 && localY <= howToPlayBtn.y + 90) { // Show how to play popup howToPlayPopup.visible = true; chooseMusicBtn.visible = false; howToPlayBtn.visible = false; return; } // Check music menu buttons if (musicMenu.visible) { // Check music selection buttons for (var i = 0; i < musicBtns.length; i++) { var btn = musicBtns[i]; var btnTop = musicMenu.y + btn.y - 70; var btnBottom = musicMenu.y + btn.y + 70; var btnLeft = musicMenu.x - 300; var btnRight = musicMenu.x + 300; if (localX >= btnLeft && localX <= btnRight && localY >= btnTop && localY <= btnBottom) { // Start game with selected music LK.playMusic(btn.musicId); // Track which music was selected selectedMusicId = btn.musicId; // Hide splash elements splashBg.visible = false; splashTitle.visible = false; chooseMusicBtn.visible = false; howToPlayBtn.visible = false; musicMenu.visible = false; howToPlayPopup.visible = false; splashActive = false; // Show correct background for selected music showMainGameBg(); // Enable main game input game.down = mainGameDownHandler; return; } } // Check back button var backBtnTop = musicMenu.y + musicMenu.children[musicMenu.children.length - 1].y - 60; var backBtnBottom = musicMenu.y + musicMenu.children[musicMenu.children.length - 1].y + 60; var backBtnLeft = musicMenu.x - 250; var backBtnRight = musicMenu.x + 250; if (localX >= backBtnLeft && localX <= backBtnRight && localY >= backBtnTop && localY <= backBtnBottom) { // Hide music menu, show splash buttons again musicMenu.visible = false; chooseMusicBtn.visible = true; howToPlayBtn.visible = true; return; } } // Check close button on how to play popup if (howToPlayPopup.visible) { var closeBtnTop = howToPlayPopup.y + closePopupBtn.y - 60; var closeBtnBottom = howToPlayPopup.y + closePopupBtn.y + 60; var closeBtnLeft = howToPlayPopup.x - 200; var closeBtnRight = howToPlayPopup.x + 200; if (localX >= closeBtnLeft && localX <= closeBtnRight && localY >= closeBtnTop && localY <= closeBtnBottom) { howToPlayPopup.visible = false; chooseMusicBtn.visible = true; howToPlayBtn.visible = true; return; } } }; // Save the original main game input handler var mainGameDownHandler = function mainGameDownHandler(x, y, obj) { // (Original game.down code will be inserted here by the next block) }; // --- Add top background asset for main game (hidden until splash is gone) --- // Default background (Classical Adventure) var topBg = LK.getAsset('top_bg', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 1366 // Top half of the screen }); game.addChild(topBg); topBg.visible = false; // Funky Groove background (new asset, must be defined in Assets section) var funkyBg = LK.getAsset('funky_top_bg', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 1366 }); game.addChild(funkyBg); funkyBg.visible = false; // Epic Battle background (new asset, must be defined in Assets section) var epicBattleBg = LK.getAsset('epic_battle_bg', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 1366 }); game.addChild(epicBattleBg); epicBattleBg.visible = false; // Track which music is selected var selectedMusicId = null; // When splash is dismissed, show main game background var showMainGameBg = function showMainGameBg() { // Show only the correct background if (selectedMusicId === "gamemusic2") { funkyBg.visible = true; topBg.visible = false; epicBattleBg.visible = false; updateHeroPositionForMusic(); } else if (selectedMusicId === "gamemusic3") { epicBattleBg.visible = true; topBg.visible = false; funkyBg.visible = false; updateHeroPositionForMusic(); } else { topBg.visible = true; funkyBg.visible = false; epicBattleBg.visible = false; updateHeroPositionForMusic(); } }; // --- Constants --- // Tween plugin for note/monster animations // Bullet asset for weapon fire // 5 separate heart assets for health (can be different colors for each) var NUM_KEYS = 5; // --- Piano and Layout Constants --- var KEY_WIDTH = Math.floor(2048 / NUM_KEYS); // Each key fills 1/5 of width var KEY_HEIGHT = Math.floor(2732 / 2); // Keys fill bottom half var KEY_GAP = 0; // No gap, keys are flush var KEY_BOTTOM_MARGIN = 0; // No margin, keys reach bottom var NOTE_SIZE = 210; var NOTE_BASE_SPEED = 7; // Start slower var NOTE_MAX_SPEED = 18; // Cap speed (increased for more challenge) var NOTE_SPEED = NOTE_BASE_SPEED; // Will be updated dynamically var NOTE_SPAWN_INTERVAL = 60; // frames var NOTE_SPEEDUP_INTERVAL = 600; // Every 10 seconds at 60fps var NOTE_SPEEDUP_AMOUNT = 1.2; // Increase by this amount each interval var MONSTER_SIZE = 180; var MONSTER_SPEED = 2.5; var MONSTER_HP = 2; var MONSTER_SPAWN_INTERVAL = 180; // frames var PROJECTILE_SIZE = 60; var PROJECTILE_SPEED = 40; var MAX_MISSES = 8; // --- Note density (how many notes at once) --- var DENSITY_INCREASE_INTERVAL = 1200; // every 20 seconds at 60fps var MAX_NOTE_DENSITY = Math.min(NUM_KEYS, 4); // never more than number of keys if (typeof noteDensity === "undefined") { var noteDensity = 1; } // --- Asset Initialization --- // --- Game State --- var pianoKeys = []; var notes = []; var monsters = []; var projectiles = []; var missCount = 0; var score = 0; var lastNoteSpawn = 0; var lastMonsterSpawn = 0; // --- Layout Calculations --- var pianoWidth = NUM_KEYS * KEY_WIDTH + (NUM_KEYS - 1) * KEY_GAP; var pianoLeft = 0; // Keys start at left edge var pianoTop = 2732 / 2; // Keys start at vertical center // --- No divider line: screen is visually split by content only --- // --- Hero (player) --- // --- Breathing effect for hero and weapon (in sync) --- // Move hero and weapon slightly lower only for Funky Groove map var heroYDefault = 770; var heroYFunky = 920; // Move down by 150px for Funky Groove // Move hero and weapon even higher for Funky Groove (very slightly up) var funkyGrooveYOffset = 18; // move up by 18px more (previously was -80px, now -98px) var hero = game.addChild(LK.getAsset('hero', { anchorX: 0.5, anchorY: 0.5, x: 400, y: heroYDefault })); // Add a weapon to hero's lap (bigger and centered for lap position) var weapon = LK.getAsset('projectile', { anchorX: 0.5, anchorY: 0.85, width: 230, height: 120, x: hero.x, y: hero.y + 90 }); game.addChild(weapon); // Helper to update hero/weapon Y for Funky Groove function updateHeroPositionForMusic() { if (selectedMusicId === "gamemusic2") { hero.y = heroYFunky - 98; // Move up by 98px for Funky Groove (was 80px, now even higher) weapon.y = hero.y + 90; } else if (selectedMusicId === "gamemusic3") { hero.y = heroYDefault - 134; // Move hero up by 4px more for Epic Battle weapon.y = hero.y + 90; } else { hero.y = heroYDefault; weapon.y = hero.y + 90; } } // Call on music select and in game.update to ensure correct position function startHeroBreathing() { // Reset scale to default before starting hero.scaleX = 1; hero.scaleY = 1; weapon.scaleX = 1; weapon.scaleY = 1; // Helper to tween both hero and weapon together function inhale() { tween(hero, { scaleX: 1.07, scaleY: 0.93 }, { duration: 900, easing: tween.easeInOut, onFinish: function onFinish() { tween(hero, { scaleX: 1, scaleY: 1 }, { duration: 900, easing: tween.easeInOut, onFinish: inhale }); } }); tween(weapon, { scaleX: 1.07, scaleY: 0.93 }, { duration: 900, easing: tween.easeInOut, onFinish: function onFinish() { tween(weapon, { scaleX: 1, scaleY: 1 }, { duration: 900, easing: tween.easeInOut }); } }); } inhale(); } startHeroBreathing(); // Keep weapon attached to hero's lap game.updateWeapon = function () { weapon.x = hero.x; weapon.y = hero.y + 90; }; // --- Score Display --- var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Misses Display --- var missTxt = new Text2('Misses: 0', { size: 70, fill: 0xFF6666 }); missTxt.anchor.set(0.5, 0); LK.gui.top.addChild(missTxt); missTxt.y = 120; // --- Piano Keys --- for (var i = 0; i < NUM_KEYS; i++) { var key = new PianoKey(); key.index = i; key.keyWidth = KEY_WIDTH; key.keyHeight = KEY_HEIGHT; key.assetId = 'key_piano'; // Use key_piano asset for all keys key.baseColor = 0xffffff; key.x = pianoLeft + i * (KEY_WIDTH + KEY_GAP) + KEY_WIDTH / 2; key.y = 2732 - KEY_HEIGHT; // Place keys at the very bottom of the screen key.width = KEY_WIDTH; key.height = KEY_HEIGHT; game.addChild(key); pianoKeys.push(key); } // --- Input Handling --- mainGameDownHandler = function mainGameDownHandler(x, y, obj) { // Check if a key was pressed var keyPressed = false; for (var i = 0; i < pianoKeys.length; i++) { var key = pianoKeys[i]; // Key bounds var left = key.x - KEY_WIDTH / 2; var right = key.x + KEY_WIDTH / 2; var top = key.y; var bottom = key.y + KEY_HEIGHT; if (x >= left && x <= right && y >= top && y <= bottom) { key.flash(); handleKeyPress(i); keyPressed = true; break; } } // If not on a key, check if a note was tapped if (!keyPressed) { for (var n = 0; n < notes.length; n++) { var note = notes[n]; if (!note.active) { continue; } // Note bounds var noteLeft = note.x - note.noteSize / 2; var noteRight = note.x + note.noteSize / 2; var noteTop = note.y - note.noteSize / 2; var noteBottom = note.y + note.noteSize / 2; if (x >= noteLeft && x <= noteRight && y >= noteTop && y <= noteBottom) { // Only allow firing if note is above the bottom of its assigned key (not missed yet) var key = typeof note.keyIndex !== "undefined" && note.keyIndex >= 0 && note.keyIndex < pianoKeys.length ? pianoKeys[note.keyIndex] : null; if (key) { var missY = key.y + KEY_HEIGHT + NOTE_SIZE / 2; if (note.y < missY) { // Fire projectile at nearest monster, scale speed by timing accuracy var target = findNearestMonster(); if (target) { // Calculate accuracy: closer to center line = more accurate var centerLine = 2732 / 2; var maxDist = pianoTop - centerLine; var distFromCenter = Math.abs(note.y - centerLine); var accuracy = 1 - Math.min(distFromCenter / maxDist, 1); // 1 = perfect, 0 = worst var proj = new Projectile(); proj.size = PROJECTILE_SIZE; proj.x = weapon.x; proj.y = weapon.y; // Scale projectile speed: min 60, max 120 proj.speed = PROJECTILE_SPEED + Math.floor(accuracy * 60); proj.monster = target; proj.target = target; projectiles.push(proj); game.addChild(proj); // Animate hero and weapon for shooting tween(hero, { scaleX: 1.15, scaleY: 0.92 }, { duration: 80, yoyo: true, repeat: 1, onFinish: function onFinish() { // Restart breathing effect after shooting startHeroBreathing(); } }); // Rotate weapon to point toward the enemy var angleToTarget = Math.atan2(target.y - weapon.y, target.x - weapon.x); tween(weapon, { rotation: angleToTarget }, { duration: 80, yoyo: true, repeat: 1 }); } // Animate note note.active = false; tween(note, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 120, onFinish: function onFinish() { note.destroy(); } }); break; } } } } } }; // --- Key Press Logic --- function handleKeyPress(keyIndex) { // Find the first active note for this key that is still in the air (not missed yet) var hit = false; for (var n = 0; n < notes.length; n++) { var note = notes[n]; if (!note.active) { continue; } if (note.keyIndex !== keyIndex) { continue; } var key = pianoKeys[keyIndex]; // Only allow hit if note is inside the key bounds (not just above the key) var keyTop = key.y; var keyBottom = key.y + KEY_HEIGHT; var noteTop = note.y - note.noteSize / 2; var noteBottom = note.y + note.noteSize / 2; // Check if note is at least partially inside the key area var insideKey = !(noteBottom < keyTop || noteTop > keyBottom); // Rhythm mechanic: Only allow hit if note is visible (not missed, not below key) var missY = key.y + KEY_HEIGHT + note.noteSize / 2; if (note.y >= missY || !note.active) { // Note is no longer visible, or already inactive, so pressing now is a miss break; } if (insideKey) { // Play key1 sound when any key is pressed LK.getSound('key1').play(); // Only allow hit if note is still active (not destroyed/missed) if (!note.active) { continue; } // Hit! note.active = false; hit = true; score += 1; scoreTxt.setText(score); // Fire projectile at nearest monster, scale speed by timing accuracy var target = findNearestMonster(); if (target) { // Calculate accuracy: closer to center line = more accurate var centerLine = 2732 / 2; var maxDist = pianoTop - centerLine; var distFromCenter = Math.abs(note.y - centerLine); var accuracy = 1 - Math.min(distFromCenter / maxDist, 1); // 1 = perfect, 0 = worst var proj = new Projectile(); proj.size = PROJECTILE_SIZE; proj.x = weapon.x; proj.y = weapon.y; // Scale projectile speed: min 60, max 120 proj.speed = PROJECTILE_SPEED + Math.floor(accuracy * 60); proj.monster = target; proj.target = target; projectiles.push(proj); game.addChild(proj); // Animate hero and weapon for shooting tween(hero, { scaleX: 1.15, scaleY: 0.92 }, { duration: 80, yoyo: true, repeat: 1, onFinish: function onFinish() { // Restart breathing effect after shooting startHeroBreathing(); } }); // Rotate weapon to point toward the enemy var angleToTarget = Math.atan2(target.y - weapon.y, target.x - weapon.x); tween(weapon, { rotation: angleToTarget }, { duration: 80, yoyo: true, repeat: 1 }); } // Animate note tween(note, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 120, onFinish: function onFinish() { note.destroy(); } }); break; } } if (!hit) { // Missed (pressed wrong key, or note is not visible, or note was already destroyed/missed) missCount += 1; missTxt.setText('Misses: ' + missCount); LK.effects.flashObject(hero, 0xff4444, 200); checkGameOver(); } } // --- Find Nearest Monster --- function findNearestMonster() { var minDist = 99999; var nearest = null; for (var i = 0; i < monsters.length; i++) { var m = monsters[i]; if (m.destroyed) { continue; } // Distance from hero to monster var dx = m.x - hero.x; var dy = m.y - hero.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < minDist) { minDist = dist; nearest = m; } } return nearest; } // --- Game Update Loop --- game.update = function () { // If splash screen is active, hide all main game elements and skip game logic if (typeof splashActive !== "undefined" && splashActive) { // Hide main game elements if (typeof topBg !== "undefined") topBg.visible = false; if (typeof hero !== "undefined") hero.visible = false; if (typeof weapon !== "undefined") weapon.visible = false; if (typeof healthBar !== "undefined" && healthBar) healthBar.visible = false; for (var i = 0; i < pianoKeys.length; i++) { if (pianoKeys[i]) pianoKeys[i].visible = false; } for (var i = 0; i < notes.length; i++) { if (notes[i]) notes[i].visible = false; } for (var i = 0; i < monsters.length; i++) { if (monsters[i]) monsters[i].visible = false; } for (var i = 0; i < projectiles.length; i++) { if (projectiles[i]) projectiles[i].visible = false; } if (typeof scoreTxt !== "undefined") scoreTxt.visible = false; if (typeof missTxt !== "undefined") missTxt.visible = false; return; } else { // Show main game elements when splash is gone if (typeof showMainGameBg === "function") showMainGameBg(); if (typeof hero !== "undefined") hero.visible = true; if (typeof weapon !== "undefined") weapon.visible = true; if (typeof healthBar !== "undefined" && healthBar) healthBar.visible = true; for (var i = 0; i < pianoKeys.length; i++) { if (pianoKeys[i]) pianoKeys[i].visible = true; } for (var i = 0; i < notes.length; i++) { if (notes[i]) notes[i].visible = true; } for (var i = 0; i < monsters.length; i++) { if (monsters[i]) monsters[i].visible = true; } for (var i = 0; i < projectiles.length; i++) { if (projectiles[i]) projectiles[i].visible = true; } if (typeof scoreTxt !== "undefined") scoreTxt.visible = true; if (typeof missTxt !== "undefined") missTxt.visible = true; } // Gradually speed up notes and monsters every NOTE_SPEEDUP_INTERVAL frames, up to max if (LK.ticks % NOTE_SPEEDUP_INTERVAL === 0 && LK.ticks > 0) { NOTE_SPEED = Math.min(NOTE_MAX_SPEED, NOTE_SPEED + NOTE_SPEEDUP_AMOUNT); // Cap monster speed at a separate, reasonable maximum var MONSTER_MAX_SPEED = 8; // Set a reasonable cap for monster speed // Also increase speed of all future monsters (and update current monsters to match) for (var i = 0; i < notes.length; i++) { notes[i].speed = NOTE_SPEED; } for (var j = 0; j < monsters.length; j++) { // Only update monsters that are not in attack range (so they don't "jump" while attacking) if (!monsters[j].destroyed && typeof monsters[j].dirX === "number" && typeof monsters[j].dirY === "number") { monsters[j].speed = Math.min(MONSTER_MAX_SPEED, NOTE_SPEED); } } } // --- DENSITY CONTROL --- // Difficulty variables if (typeof noteDensity === "undefined") noteDensity = 1; if (typeof noteScatter === "undefined") noteScatter = 0; if (typeof noteScatterMax === "undefined") noteScatterMax = 120; // max px scatter if (typeof noteScatterStep === "undefined") noteScatterStep = 12; // how much scatter increases per interval // Gradually increase note density and scatter, but very slowly if (LK.ticks % (DENSITY_INCREASE_INTERVAL * 2) === 0 && LK.ticks > 0) { // Only increase density if not at max, and only after a long time if (noteDensity < MAX_NOTE_DENSITY) { noteDensity += 1; } else if (noteScatter < noteScatterMax) { noteScatter = Math.min(noteScatterMax, noteScatter + noteScatterStep); } } // Spawn notes and corresponding monsters (enemies) in sync if (LK.ticks - lastNoteSpawn >= NOTE_SPAWN_INTERVAL) { lastNoteSpawn = LK.ticks; // Decide how many notes to spawn: mostly 1, but as density increases, sometimes more var spawnCount = 1; if (noteDensity > 1) { // As density increases, increase chance to spawn more than 1 note var chance = Math.random(); if (chance < 0.25 * (noteDensity - 1)) spawnCount = 2; if (noteDensity > 2 && chance < 0.10 * (noteDensity - 1)) spawnCount = 3; if (noteDensity > 3 && chance < 0.04 * (noteDensity - 1)) spawnCount = 4; spawnCount = Math.min(noteDensity, spawnCount); } // Pick random keys to spawn notes on, never duplicate keys in one spawn var availableKeys = []; for (var i = 0; i < NUM_KEYS; i++) { availableKeys.push(i); } // Shuffle availableKeys for (var i = availableKeys.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = availableKeys[i]; availableKeys[i] = availableKeys[j]; availableKeys[j] = temp; } for (var d = 0; d < spawnCount; d++) { if (availableKeys.length === 0) break; var keyIdx = availableKeys.pop(); // Create note var note = new Note(); note.index = keyIdx; note.noteSize = NOTE_SIZE; // Assign note to a random key var key = pianoKeys[note.index]; note.keyIndex = note.index; // Start notes at the center line, horizontally aligned with their key note.x = key.x; // Add scatter as difficulty increases (notes start at slightly different Y) var scatterY = 0; if (noteScatter > 0) { scatterY = Math.floor((Math.random() - 0.5) * noteScatter); } note.y = 2732 / 2 - NOTE_SIZE / 2 + scatterY; note.speed = NOTE_SPEED; note.active = true; notes.push(note); game.addChild(note); // Create corresponding monster (enemy) for this note var monster; if (selectedMusicId === "gamemusic2") { monster = new Monster2(); } else if (selectedMusicId === "gamemusic3") { monster = new Monster3(); } else { monster = new Monster(); } monster.monsterSize = MONSTER_SIZE; // Spawn at the top right of the upper half of the screen monster.x = 2048 - MONSTER_SIZE / 2 - 40; // right margin, with a little padding monster.y = 220 + Math.random() * (2732 / 2 - 220 - MONSTER_SIZE); // random Y in upper half, not below center // Monster speed matches note speed, but is capped var MONSTER_MAX_SPEED = 8; monster.speed = Math.min(MONSTER_MAX_SPEED, note.speed); monster.maxHp = MONSTER_HP; monster.hp = MONSTER_HP; monster.baseColor = 0x8e44ad; monster.destroyed = false; // Calculate direction vector: from spawn point toward hero var dx = hero.x - monster.x; var dy = hero.y - monster.y; var dist = Math.sqrt(dx * dx + dy * dy); monster.dirX = dx / dist; monster.dirY = dy / dist; // Link monster to note and note to monster for removal note.linkedMonster = monster; monster.linkedNote = note; monsters.push(monster); game.addChild(monster); } } // Update notes for (var i = notes.length - 1; i >= 0; i--) { var note = notes[i]; if (note && typeof note.update === "function") { note.update(); } // Remove destroyed/inactive notes if (!note || !note.active || !note.parent || note.alpha === 0) { if (note && typeof note.destroy === "function" && note.parent) { note.destroy(); } notes.splice(i, 1); } else if (typeof note.keyIndex === "undefined" || note.keyIndex < 0 || note.keyIndex >= pianoKeys.length) { if (note && typeof note.destroy === "function" && note.parent) { note.destroy(); } notes.splice(i, 1); } } // Update projectiles for (var i = projectiles.length - 1; i >= 0; i--) { var p = projectiles[i]; if (p && typeof p.update === "function") { p.update(); } if (!p || !p.parent || p.alpha === 0) { if (p && typeof p.destroy === "function" && p.parent) { p.destroy(); } projectiles.splice(i, 1); } } // Update monsters and clean up destroyed ones for (var i = monsters.length - 1; i >= 0; i--) { var m = monsters[i]; if (m && typeof m.update === "function") { m.update(); } if (!m || m.destroyed && (!m.parent || m.alpha === 0)) { if (m && typeof m.destroy === "function" && m.parent) { m.destroy(); } monsters.splice(i, 1); } } // Defensive: Full cleanup for any orphaned/destroyed objects (extra safety, every 120 frames) if (LK.ticks % 120 === 0) { for (var i = notes.length - 1; i >= 0; i--) { var note = notes[i]; if (!note || !note.parent || note.alpha === 0) { if (note && typeof note.destroy === "function" && note.parent) { note.destroy(); } notes.splice(i, 1); } } for (var i = monsters.length - 1; i >= 0; i--) { var m = monsters[i]; if (!m || !m.parent || m.alpha === 0) { if (m && typeof m.destroy === "function" && m.parent) { m.destroy(); } monsters.splice(i, 1); } } for (var i = projectiles.length - 1; i >= 0; i--) { var p = projectiles[i]; if (!p || !p.parent || p.alpha === 0) { if (p && typeof p.destroy === "function" && p.parent) { p.destroy(); } projectiles.splice(i, 1); } } } // (Hero health and monster attack logic removed) // Update weapon position to follow hero if (typeof updateHeroPositionForMusic === "function") { updateHeroPositionForMusic(); } if (typeof game.updateWeapon === "function") { game.updateWeapon(); } }; // --- Game Over Check --- function checkGameOver() { if (missCount >= MAX_MISSES) { LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); // Clean up all notes, monsters, and projectiles to prevent buildup for (var i = notes.length - 1; i >= 0; i--) { if (notes[i] && typeof notes[i].destroy === "function" && notes[i].parent) { notes[i].destroy(); } notes.splice(i, 1); } for (var i = monsters.length - 1; i >= 0; i--) { if (monsters[i] && typeof monsters[i].destroy === "function" && monsters[i].parent) { monsters[i].destroy(); } monsters.splice(i, 1); } for (var i = projectiles.length - 1; i >= 0; i--) { if (projectiles[i] && typeof projectiles[i].destroy === "function" && projectiles[i].parent) { projectiles[i].destroy(); } projectiles.splice(i, 1); } // Defensive: Reset arrays to empty to ensure no lingering references notes = []; monsters = []; projectiles = []; } }
===================================================================
--- original.js
+++ change.js
@@ -1264,16 +1264,36 @@
}
}
}
// --- DENSITY CONTROL ---
- // As the game progresses, increase the number of notes spawned at once (density), but cap speed
- if (LK.ticks % DENSITY_INCREASE_INTERVAL === 0 && LK.ticks > 0) {
- noteDensity = Math.min(MAX_NOTE_DENSITY, noteDensity + 1);
+ // Difficulty variables
+ if (typeof noteDensity === "undefined") noteDensity = 1;
+ if (typeof noteScatter === "undefined") noteScatter = 0;
+ if (typeof noteScatterMax === "undefined") noteScatterMax = 120; // max px scatter
+ if (typeof noteScatterStep === "undefined") noteScatterStep = 12; // how much scatter increases per interval
+ // Gradually increase note density and scatter, but very slowly
+ if (LK.ticks % (DENSITY_INCREASE_INTERVAL * 2) === 0 && LK.ticks > 0) {
+ // Only increase density if not at max, and only after a long time
+ if (noteDensity < MAX_NOTE_DENSITY) {
+ noteDensity += 1;
+ } else if (noteScatter < noteScatterMax) {
+ noteScatter = Math.min(noteScatterMax, noteScatter + noteScatterStep);
+ }
}
// Spawn notes and corresponding monsters (enemies) in sync
if (LK.ticks - lastNoteSpawn >= NOTE_SPAWN_INTERVAL) {
lastNoteSpawn = LK.ticks;
- // Pick random keys to spawn notes on, up to noteDensity, never duplicate keys in one spawn
+ // Decide how many notes to spawn: mostly 1, but as density increases, sometimes more
+ var spawnCount = 1;
+ if (noteDensity > 1) {
+ // As density increases, increase chance to spawn more than 1 note
+ var chance = Math.random();
+ if (chance < 0.25 * (noteDensity - 1)) spawnCount = 2;
+ if (noteDensity > 2 && chance < 0.10 * (noteDensity - 1)) spawnCount = 3;
+ if (noteDensity > 3 && chance < 0.04 * (noteDensity - 1)) spawnCount = 4;
+ spawnCount = Math.min(noteDensity, spawnCount);
+ }
+ // Pick random keys to spawn notes on, never duplicate keys in one spawn
var availableKeys = [];
for (var i = 0; i < NUM_KEYS; i++) {
availableKeys.push(i);
}
@@ -1283,12 +1303,10 @@
var temp = availableKeys[i];
availableKeys[i] = availableKeys[j];
availableKeys[j] = temp;
}
- for (var d = 0; d < noteDensity; d++) {
- if (availableKeys.length === 0) {
- break;
- }
+ for (var d = 0; d < spawnCount; d++) {
+ if (availableKeys.length === 0) break;
var keyIdx = availableKeys.pop();
// Create note
var note = new Note();
note.index = keyIdx;
@@ -1297,9 +1315,14 @@
var key = pianoKeys[note.index];
note.keyIndex = note.index;
// Start notes at the center line, horizontally aligned with their key
note.x = key.x;
- note.y = 2732 / 2 - NOTE_SIZE / 2;
+ // Add scatter as difficulty increases (notes start at slightly different Y)
+ var scatterY = 0;
+ if (noteScatter > 0) {
+ scatterY = Math.floor((Math.random() - 0.5) * noteScatter);
+ }
+ note.y = 2732 / 2 - NOTE_SIZE / 2 + scatterY;
note.speed = NOTE_SPEED;
note.active = true;
notes.push(note);
game.addChild(note);
shine yellow color music note. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
robotic monster. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
blue shiny music note. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat