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Please fix the bug: 'TypeError: tween.removeAll is not a function' in or related to this line: 'tween.removeAll(note);' Line Number: 659
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Please fix the bug: 'TypeError: tween.clear is not a function' in or related to this line: 'tween.clear(note);' Line Number: 659
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oyun ilerledikçe laglanmaya başlıyor ve kasıyor bunu düzeltir misin
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notaların ve canavarların hızlanma limiti olsun ve çok yüksek olmasın
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notaların ve canavarların hızlanmasıyla alakalı bir problemden kaynaklanıyor notalar ve canavarlar oyun ilerledikçe maksimum belirli bir seviyeye kadar hızları artsın sadece oyun ilerledikçe notaların ve canavarların yoğunluğu artsın birazcık daha (yani oyun ilerledikçe hem 1. tuşun olduğu yere aynı anda 3. tuşun olduğu yere nota gelsin)
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hala sorun devam ediyor optimizasyonunda sıkıntı var oyunun oyun ilerledikçe çok fazla takılıyor oyun akıcılığı gidiyor bunu düzelt
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oyun ilerledikçe oyunda birikme ve kasma oluyor bunu düzeltir misin
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toplam 4 adet note asseti oluşturur musun
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karakter her zaman ilk olarak kendine yakın olan düşmana ateş etsin
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eğer nota aşağı düşerse bu miss sayılsın ve nota kaybolsun ama karaktere doğru gelen canavar notayla birlikte yok olmasın karakterimize doğru gelmeye devam etsin
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düşmanlar 2 ye böldüğüm ekranlardan üstte bulunan ekranın sağ tarafından gelsin
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Enemies should only approach from directly in front of the character. When the player presses the correct key on time, the character should turn their weapon toward the enemy and shoot.
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Game Mechanic Prompt (Note-Triggered Enemy Spawning & Dynamic Speed): For every falling note that appears on screen, spawn one enemy. Each enemy should move at the same speed and direction as its corresponding note. Enemies should be linked to the notes — when a note is removed (by hit or miss), the corresponding enemy is also removed. Over time, both the notes and the enemies should gradually increase in speed, maintaining synchronized movement. The speed increase should be gradual and affect all future notes and enemies. This mechanic ties rhythm gameplay with enemy-based pressure, creating a synced challenge that scales with time.
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Game Mechanic Prompt (Precise Note Removal and Miss Detection): Notes fall vertically from the top of the screen. The screen has a defined bottom boundary line. When a note crosses this bottom boundary without being hit: Immediately remove the note from the screen. Register it as a miss. Notes should not remain, stack, or linger below the visible area. Only register a hit if the corresponding piano key is pressed while the note is still within the visible play area (i.e., above the bottom boundary). This ensures clean visual feedback and precise timing-based gameplay.
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Implement a rhythm-based shooting mechanic with note detection and miss logic. Notes fall vertically from the top of the screen toward the bottom. When a note is visibly on screen and the corresponding piano key is pressed, the character should shoot. If the player presses the piano key after the note has already exited the screen, it should count as a miss. When a note reaches the bottom of the screen and is not hit in time: The note should immediately disappear (not accumulate or stack at the bottom). A miss should be recorded automatically. No notes should remain or be visible after passing the bottom boundary. This mechanic should ensure clean gameplay and accurate timing-based feedback.
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Implement a rhythm-based shooting mechanic. Notes fall from the top of the screen toward the bottom. When a note is visibly on screen (i.e., within the active play area) and the corresponding piano key is pressed, the character should shoot. If the note has already fallen off the screen and the player presses the piano key, it should count as a "miss". Only allow shooting when the note is visible. Track hits and misses accordingly. This mechanic should reward accurate timing and penalize late inputs.
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sadece nota tuşun içerisinde bulunurken tuşa tıklanırsa karakter ateş etsin yoksa miss sayılsın
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notalar kaybolduktan sonra tıklanamaz olsunlar yani nota kaybolduktan sonra oradaki piyano tuşuna basılırsa miss sayılsın
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yukarıdan düşen notalar yerde kalmaya devam etmesin en aşağı değdiklerinde yok olsunlar
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hala canavarlar karaktere hasar vermiyor bunu düzelt
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Please fix the bug: 'Uncaught ReferenceError: playerMaxHealth is not defined' in or related to this line: 'playerHealth = playerMaxHealth;' Line Number: 797
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Feature Implementation Request: When monsters approach and reach the player, they should inflict damage by reducing the player's visible heart icons. Requirements: The player has a visible health bar with 5 hearts, displayed above their character. When a monster reaches and stays close to the player: It must start a 3-second timer, After every 3 seconds, it should remove 1 heart icon from the player’s health bar, The heart should visibly disappear from the UI. This damage should repeat every 3 seconds as long as the monster remains in range. Additional Behavior: If multiple monsters reach the player, each one should deal independent damage on its own 3-second cycle. When the player’s health reaches 0 visible hearts, the game must: Trigger a Game Over state, Stop all monster attacks and player actions. Ensure: The heart UI is fully synced with the player's health value. Damage is not just internal—it must be visually represented by the removal of hearts.
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Bug Fix Needed: Monsters are reaching the player, but they are not reducing the player's visible health (5-heart UI) as intended. Expected behavior: The player starts with 5 visible hearts above their character. When a monster reaches the player, it must: Begin a 3-second timer, After 3 seconds, remove 1 heart from the visible health bar, Repeat this every 3 seconds while the monster stays near the player. Critical requirements: The damage must visually update the heart icons — 1 heart disappears for each damage. Each monster should handle its own cooldown independently. When the player’s health reaches 0 hearts, the game should: Trigger a Game Over, Stop all gameplay and prevent further damage. What to fix: Ensure that monster attacks actually call the health reduction logic. Confirm the health bar is properly linked to the player's health state. Make sure the UI updates immediately when damage occurs.
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Implement the following mechanic: The player has a visible health bar with 5 hearts, displayed above their character. When a monster reaches the player, it should: Stop moving and remain next to the player, Start a personal 3-second attack timer, After every 3 seconds, deal 1 damage by removing 1 heart from the player’s health bar, Continue this loop as long as it stays in range. Important Notes: Each monster should have its own individual timer and should not share it with other monsters. The health bar UI must visually reflect each lost heart. Once the player has 0 hearts remaining, the game must: Trigger a Game Over state, Stop all gameplay actions, Prevent further monster attacks. Make sure: Damage is only applied after a full 3-second interval.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // 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; } } }; // Take damage self.hit = function () { self.hp -= 1; if (self.hp <= 0) { self.destroyed = true; // 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; }); // Note: Falling note that must be hit in time var Note = Container.expand(function () { var self = Container.call(this); // Attach note asset (circle) var noteAsset = self.attachAsset('note', { 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 + NOTE_SIZE / 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_white'; if (typeof self.keyWidth === "undefined") self.keyWidth = 100; if (typeof self.keyHeight === "undefined") self.keyHeight = 100; if (typeof self.baseColor === "undefined") self.baseColor = 0xffffff; if (typeof self.index === "undefined") self.index = 0; // Attach key asset (white or black) 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; // Visual feedback for press self.flash = function () { tween(keyAsset, { tint: 0xcccccc }, { duration: 80, onFinish: function onFinish() { tween(keyAsset, { tint: self.baseColor }, { 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; // Attach projectile asset var projAsset = self.attachAsset('projectile', { 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 ****/ // --- Constants --- // Tween plugin for note/monster animations 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 = 120; var NOTE_BASE_SPEED = 7; // Start slower var NOTE_MAX_SPEED = 28; // Cap speed 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; // --- Asset Initialization --- // --- Game State --- var pianoKeys = []; var notes = []; var monsters = []; var projectiles = []; var missCount = 0; var score = 0; var lastNoteSpawn = 0; var lastMonsterSpawn = 0; // --- Health Bar State (global) --- if (typeof playerMaxHealth === "undefined") var playerMaxHealth = 5; if (typeof playerHealth === "undefined") var playerHealth = playerMaxHealth; var healthBar = null; // --- 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 // --- Visual: Draw a horizontal line to divide the screen in half --- var dividerLine = LK.getAsset('key_black', { anchorX: 0.5, anchorY: 0.5, width: 2048, height: 12, x: 2048 / 2, y: 2732 / 2 }); game.addChild(dividerLine); // --- Hero (player) --- // Place hero in the upper half, left side var hero = game.addChild(LK.getAsset('hero', { anchorX: 0.5, anchorY: 0.5, x: 400, y: 600 })); // Add a weapon to hero's hand var weapon = LK.getAsset('projectile', { anchorX: 0.2, anchorY: 0.7, width: 80, height: 40, x: hero.x + 60, y: hero.y + 30 }); game.addChild(weapon); // Keep weapon attached to hero's hand game.updateWeapon = function () { weapon.x = hero.x + 60; weapon.y = hero.y + 30; }; // --- 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 = i % 2 === 0 ? 'key_white' : 'key_black'; key.baseColor = i % 2 === 0 ? 0xffffff : 0x222222; key.x = pianoLeft + i * (KEY_WIDTH + KEY_GAP) + KEY_WIDTH / 2; key.y = pianoTop; key.width = KEY_WIDTH; key.height = KEY_HEIGHT; game.addChild(key); pianoKeys.push(key); } // --- Input Handling --- game.down = function (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_SIZE / 2; var noteRight = note.x + NOTE_SIZE / 2; var noteTop = note.y - NOTE_SIZE / 2; var noteBottom = note.y + NOTE_SIZE / 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 }); // 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_SIZE / 2; var noteBottom = note.y + NOTE_SIZE / 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_SIZE / 2; if (note.y >= missY || !note.active) { // Note is no longer visible, or already inactive, so pressing now is a miss break; } if (insideKey) { // 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 }); // 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 () { // 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); // 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 = NOTE_SPEED; } } } // Spawn notes and corresponding monsters (enemies) in sync if (LK.ticks - lastNoteSpawn >= NOTE_SPAWN_INTERVAL) { lastNoteSpawn = LK.ticks; // Create note var note = new Note(); note.index = Math.floor(Math.random() * NUM_KEYS); 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; note.y = 2732 / 2 - NOTE_SIZE / 2; note.speed = NOTE_SPEED; note.active = true; notes.push(note); game.addChild(note); // Create corresponding monster (enemy) for this note var 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 monster.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]; note.update(); // Remove destroyed/inactive notes if (!note.active || !note.parent || note.alpha === 0) { // Do NOT destroy linked monster; monsters persist after note is missed or destroyed notes.splice(i, 1); } else if (typeof note.keyIndex === "undefined" || note.keyIndex < 0 || note.keyIndex >= pianoKeys.length) { // Defensive: If key is missing, just remove the note to avoid errors // Do NOT destroy linked monster; monsters persist after note is missed or destroyed notes.splice(i, 1); } } // Update projectiles for (var i = projectiles.length - 1; i >= 0; i--) { var p = projectiles[i]; p.update(); if (!p.parent) { projectiles.splice(i, 1); } } // --- Monster attack logic --- // Player health bar and state if (typeof playerMaxHealth === "undefined") var playerMaxHealth = 5; if (typeof playerHealth === "undefined") var playerHealth = playerMaxHealth; if (typeof healthBar === "undefined") var healthBar = null; // Health bar setup (if not already) if (!healthBar) { healthBar = new Container(); healthBar.segments = []; // Heart icon size and spacing var heartSize = 60; var gap = 18; var barWidth = playerMaxHealth * heartSize + (playerMaxHealth - 1) * gap; for (var h = 0; h < playerMaxHealth; h++) { // Use 'hero' asset as a heart for now (could be replaced with a heart asset) var seg = LK.getAsset('hero', { anchorX: 0.5, anchorY: 0.5, width: heartSize, height: heartSize, x: h * (heartSize + gap), y: 0, tint: 0xff4444 }); healthBar.addChild(seg); healthBar.segments.push(seg); } healthBar.x = hero.x - barWidth / 2 + heartSize / 2; healthBar.y = hero.y - 120; game.addChild(healthBar); healthBar.update = function () { // Immediately update segment alpha for lost health for (var s = 0; s < healthBar.segments.length; s++) { var seg = healthBar.segments[s]; var shouldBeVisible = s < playerHealth; if (shouldBeVisible && seg.alpha < 1) { seg.alpha = 1; } else if (!shouldBeVisible && seg.alpha > 0) { seg.alpha = 0; } } }; healthBar.reset = function () { playerHealth = playerMaxHealth; for (var s = 0; s < healthBar.segments.length; s++) { healthBar.segments[s].alpha = 1; } if (typeof healthBar.update === "function") { healthBar.update(); } if (typeof healthBar.update === "function") { healthBar.update(); } }; } // Update health bar position to follow hero if (healthBar && healthBar.segments && healthBar.segments.length > 0) { var heartSize = healthBar.segments[0].width; var gap = healthBar.segments.length > 1 ? healthBar.segments[1].x - healthBar.segments[0].x - heartSize : 0; var barWidth = playerMaxHealth * heartSize + (playerMaxHealth - 1) * gap; healthBar.x = hero.x - barWidth / 2 + heartSize / 2; healthBar.y = hero.y - 120; } if (typeof healthBar.update === "function") healthBar.update(); // --- Monster attack logic --- var ATTACK_RANGE = 120; var DAMAGE_INTERVAL = 180; // 3 seconds at 60fps if (typeof gameOverTriggered === "undefined") var gameOverTriggered = false; if (typeof playerMaxHealth === "undefined") var playerMaxHealth = 5; if (typeof playerHealth === "undefined") var playerHealth = playerMaxHealth; for (var i = monsters.length - 1; i >= 0; i--) { var m = monsters[i]; if (m.destroyed) continue; // Calculate distance to hero var dx = m.x - hero.x; var dy = m.y - hero.y; var dist = Math.sqrt(dx * dx + dy * dy); // If in attack range, stop moving and attack if (dist <= ATTACK_RANGE) { // Stop monster movement m.dirX = 0; m.dirY = 0; m.speed = 0; // Place monster at edge of attack range (don't overlap hero) var angle = Math.atan2(dy, dx); m.x = hero.x + Math.cos(angle) * ATTACK_RANGE; m.y = hero.y + Math.sin(angle) * ATTACK_RANGE; // Each monster tracks its own attack timer (in frames) if (typeof m.attackTimer === "undefined") { m.attackTimer = 0; } // Track if monster was previously in range if (typeof m.lastInAttackRange === "undefined") { m.lastInAttackRange = false; } // If just entered attack range, reset timer so damage doesn't happen instantly if (!m.lastInAttackRange) { m.attackTimer = 0; } m.lastInAttackRange = true; // Only increment timer and deal damage if game is not over if (!gameOverTriggered && playerHealth > 0) { m.attackTimer++; if (m.attackTimer >= DAMAGE_INTERVAL) { m.attackTimer = 0; if (playerHealth > 0) { playerHealth--; // Immediately update health bar UI if (healthBar && typeof healthBar.update === "function") { healthBar.update(); } // Flash hero red LK.effects.flashObject(hero, 0xff0000, 300); // Flash health bar segment (the one just lost) if (healthBar && healthBar.segments && healthBar.segments[playerHealth]) { tween(healthBar.segments[playerHealth], { tint: 0xff4444 }, { duration: 120, onFinish: function onFinish() { tween(this, { tint: 0x2ecc71 }, { duration: 120 }); }.bind(healthBar.segments[playerHealth]) }); } } } } // Game over if health reaches 0 if (playerHealth <= 0 && !gameOverTriggered) { gameOverTriggered = true; if (healthBar && typeof healthBar.update === "function") { healthBar.update(); } LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); // Stop all monster attacks and player actions // Reset health bar and health for next game if (healthBar) healthBar.reset(); playerHealth = playerMaxHealth; } } else { // Not in attack range, monster moves as normal if (typeof m.dirX !== "number" || typeof m.dirY !== "number" || m.speed === 0) { // Recalculate direction and restore speed var dx2 = hero.x - m.x; var dy2 = hero.y - m.y; var dist2 = Math.sqrt(dx2 * dx2 + dy2 * dy2); m.dirX = dx2 / dist2; m.dirY = dy2 / dist2; m.speed = MONSTER_SPEED; } // Reset attack timer and in-range flag if monster leaves range if (typeof m.attackTimer !== "undefined") { m.attackTimer = 0; } m.lastInAttackRange = false; } // Clean up timer if monster destroyed if (m.destroyed && typeof m.attackTimer !== "undefined") { delete m.attackTimer; delete m.lastInAttackRange; } } // Update weapon position to follow hero if (typeof game.updateWeapon === "function") { game.updateWeapon(); } }; // --- Game Over Check --- function checkGameOver() { if (missCount >= MAX_MISSES) { LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); // Reset health bar and health for next game if (healthBar && typeof healthBar.update === "function") { healthBar.update(); } if (healthBar) healthBar.reset(); playerHealth = playerMaxHealth; } } // --- Win Condition (Optional: e.g. score 30) --- /* if (score >= 30) { LK.showYouWin(); } */ // --- End of File ---
===================================================================
--- original.js
+++ change.js
@@ -209,10 +209,10 @@
/****
* Game Code
****/
-// Tween plugin for note/monster animations
// --- Constants ---
+// Tween plugin for note/monster animations
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
@@ -498,11 +498,12 @@
var nearest = null;
for (var i = 0; i < monsters.length; i++) {
var m = monsters[i];
if (m.destroyed) continue;
- var dx = m.x - 2048 / 2;
+ // Distance from hero to monster
+ var dx = m.x - hero.x;
var dy = m.y - hero.y;
- var dist = Math.abs(dy);
+ var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < minDist) {
minDist = dist;
nearest = m;
}
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