User prompt
şimdi bu 5 tuş sönük şekilde dursun ve bastığımda aktifleşsin sonra tekrar sönsün bu şekilde olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ekranı ortadan ikiye böldüğünde alt kısmın en üst kısmında bir beyazlık var onu çözer misin
User prompt
key_black assetini sil sadece key_piano asseti olsun aşağıdaki ekranda 5 adet uzunlamasına tuş olsun ve görüntülerini key_piano dan alsınlar
User prompt
oyunun alt ekranında 5 adet tuş olsun ve bu tuşların asseti key_pianodan alsın
User prompt
tuşlar için key_piano diye bir asset oluştur ve tüm tuşlar key_piano assetini kullansın
User prompt
key_white assetini sil tüm piyano tuşları key_black assetinden oluşsun
User prompt
ateş ettikten sonra nefes alma efekti duruyo ben böyle olmasın istiyorum nefes alma efekti sürekli devam etsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
nefes alma efekti hem karakter hem silah için oyun boyunca devam etsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'scaleX')' in or related to this line: 'weapon.scaleX = 1;' Line Number: 316
User prompt
karakterin nefes almasıyla birlikte elindeki silah da hareket etsin aynı şekilde ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
karaktere nefes alıyor gibi bir efekt ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
canavarlar karakterin yanına geldiğinde her canavar 3 saniyede 1 adet kalp assetini silsin silinme sırası ilk olarak heart5 silinsin ekrandan sonra heart4 gibi en son heart1 silinirse oyun bitsin
User prompt
canavarlar karakterin yanına geldiğinde her canavar 3 saniyede 1 adet kalp götürsün ve karakterin kalbi kalmadığında oyun bitsin
User prompt
notalarla canavarlar aynı hızda hareket etsin
User prompt
karakterin üstünde bulunan canları daha yukarı taşıyıp biraz daha büyütür müsün
User prompt
bu assetleri oyuna bağla yani silahtan çıkan merminin görüntüsünü bullet asseti taşısın aynı zamanda karakterin üstündeki can görüntülerini de heart1 heart2 heart3 heart 4 ve heart5 assetleri taşısın
User prompt
silahtan çıkan mermi için bir asset oluştur ve aynı zamanda karakterin üstündeki 5 ayrı can için de 5 ayrı asset oluştur
User prompt
silahın boyunu biraz daha arttır
Code edit (1 edits merged)
Please save this source code
User prompt
karakterin silahını tam kucağın olacak şekilde ayarlar mısın boyutunu da birazcık arttır
User prompt
Please fix the bug: 'TypeError: tween.removeTweensOf is not a function' in or related to this line: 'tween.removeTweensOf(note);' Line Number: 659
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Please fix the bug: 'TypeError: tween.remove is not a function' in or related to this line: 'tween.remove(note);' Line Number: 659
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Please fix the bug: 'TypeError: tween.removeTweens is not a function' in or related to this line: 'tween.removeTweens(note);' Line Number: 659
User prompt
Please fix the bug: 'TypeError: tween.remove is not a function' in or related to this line: 'tween.remove(note);' Line Number: 659
User prompt
Please fix the bug: 'TypeError: tween.removeAll is not a function' in or related to this line: 'tween.removeAll(note);' Line Number: 659
/**** * 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); // 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 + 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 bullet asset var projAsset = self.attachAsset('bullet', { 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 ****/ // 5 separate heart assets for health (can be different colors for each) // Bullet asset for weapon fire // Tween plugin for note/monster animations // --- Constants --- 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 = 7; // 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) --- // --- Breathing effect for hero and weapon (in sync) --- var hero = game.addChild(LK.getAsset('hero', { anchorX: 0.5, anchorY: 0.5, x: 400, y: 600 })); // 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); 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 = 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); // 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 --- // As the game progresses, increase the number of notes spawned at once (density), but cap speed // For example, every 20 seconds, increase density by 1, up to a max 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; } if (LK.ticks % DENSITY_INCREASE_INTERVAL === 0 && LK.ticks > 0) { noteDensity = Math.min(MAX_NOTE_DENSITY, noteDensity + 1); } // 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 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 < noteDensity; 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; 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, 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); } } } // --- 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 (make hearts bigger and move higher) var heartSize = 90; var gap = 24; var barWidth = playerMaxHealth * heartSize + (playerMaxHealth - 1) * gap; for (var h = 0; h < playerMaxHealth; h++) { // Use heart1-heart5 assets for each health segment var heartAssetId = 'heart' + (h + 1); var seg = LK.getAsset(heartAssetId, { anchorX: 0.5, anchorY: 0.5, width: heartSize, height: heartSize, x: h * (heartSize + gap), y: 0 }); healthBar.addChild(seg); healthBar.segments.push(seg); } // Move health bar higher above the hero and center healthBar.x = hero.x - barWidth / 2 + heartSize / 2; healthBar.y = hero.y - 220; 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 - 220; } 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) { // Remove the highest-numbered visible heart asset var heartToRemove = -1; for (var h = healthBar.segments.length - 1; h >= 0; h--) { if (healthBar.segments[h].alpha > 0) { heartToRemove = h; break; } } if (heartToRemove !== -1) { healthBar.segments[heartToRemove].alpha = 0; // Flash hero red LK.effects.flashObject(hero, 0xff0000, 300); // Flash health bar segment (the one just lost) tween(healthBar.segments[heartToRemove], { tint: 0xff4444 }, { duration: 120, onFinish: function onFinish() { tween(this, { tint: 0x2ecc71 }, { duration: 120 }); }.bind(healthBar.segments[heartToRemove]) }); // Decrement playerHealth playerHealth--; if (typeof healthBar.update === "function") { healthBar.update(); } // If the last heart (heart1) was just removed, trigger game over if (heartToRemove === 0 && !gameOverTriggered) { gameOverTriggered = true; if (healthBar && typeof healthBar.update === "function") { healthBar.update(); } LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); // Reset health bar and health for next game if (healthBar) { healthBar.reset(); } playerHealth = playerMaxHealth; // 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 = []; } } } } } } 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, but cap it 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; } // Always set monster speed to match note speed (capped) var MONSTER_MAX_SPEED = 8; m.speed = Math.min(MONSTER_MAX_SPEED, NOTE_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; } } // 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; // 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 = []; } // 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; // 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 = []; } } // --- Win Condition (Optional: e.g. score 30) --- /* if (score >= 30) { LK.showYouWin(); } */ // --- End of File ---
===================================================================
--- original.js
+++ change.js
@@ -305,47 +305,45 @@
hero.scaleX = 1;
hero.scaleY = 1;
weapon.scaleX = 1;
weapon.scaleY = 1;
- // Tween to "inhale"
- tween(hero, {
- scaleX: 1.07,
- scaleY: 0.93
- }, {
- duration: 900,
- easing: tween.easeInOut,
- onFinish: function onFinish() {
- // Tween to "exhale"
- tween(hero, {
- scaleX: 1,
- scaleY: 1
- }, {
- duration: 900,
- easing: tween.easeInOut,
- onFinish: function onFinish() {
- // Loop breathing
- startHeroBreathing();
- }
- });
- }
- });
- // Weapon breathes in sync with hero
- 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
- });
- }
- });
+ // 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 () {
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