User prompt
oyuna , oyundan bağımsız şekilde çalışan bir başlangıç ekranı yap ekranın üzerinde oyunun ismi ve altında sırayla Choose The Music / How to Play kısımları olsun
User prompt
her canavar öldüğünde sound assetleri içerisindeki monsterdead assetini oyuna ekle
User prompt
oyun oynanırken şarkı çalması için music assetleri içerisindeki gamemusic assetini oyuna ekle
User prompt
canavarlara uçuyor gibi efekt ver
User prompt
1 adet daha mermi asseti oluştur bunu da rastgele mermilerin içine ekle
User prompt
karakter için 2 farklı mermi asseti daha oluştur ve karakter bu 3 mermiyi tamamen rastgele olarak ateşlesin
User prompt
çok azıcık daha yukarı al
User prompt
biraz daha yukarı al
User prompt
karakteri biraz yukarı al
User prompt
birazcık daha indir
User prompt
karakteri biraz aşağı indirir misin
User prompt
ekranın üst kısmı için bir arkaplan asseti oluştur
User prompt
canavarlar her ısırdığında karakterin üzerindeki kalp assetlerinden birini güncelleyip sil karakterin 0 kalbi kaldığında oyun bitsin
User prompt
canavarlar karakterin yanına geldiğinde onu ısırsın ve 3 saniyede 1 kalbini götürsün
User prompt
oyunun yapısını bozmadan gamemusic assetini oyuna ekle
User prompt
oyun gitti düzelt
User prompt
gamemusic assetini oyuna ekle
User prompt
music dosyasındaki gamemusic assetini tüm oyun boyunca çalacak şekilde ayarla
User prompt
oyunun tamamında çalacak şekilde gamemusic dosyasını ayarlar mısın
User prompt
azıcık daha büyütür müsün notaları
User prompt
düşen notaları çok azıcık daha büyült
User prompt
ortada bir siyahlık var o siyahlığın ortasında da beyaz bir şey var ekranı tam ortadan ikiye böl orada bir şey olmasın
User prompt
ekranı ortadan ikiye tam şekilde böl
User prompt
gene gitmedi o beyazlık onu götürür müsün
User prompt
ekranı ortadan ikiye böldüğünde alt kısmın en üst kısmında bir beyazlık var onu çözer misin
/****
* 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_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;
}
// 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
****/
// --- Game Constants ---
var NUM_KEYS = 5;
var KEY_WIDTH = 350;
var KEY_HEIGHT = 200;
var NOTE_SIZE = 140; // Increased size for notes
var PROJECTILE_SIZE = 120;
var PROJECTILE_SPEED = 32;
// --- Game State ---
var pianoKeys = [];
var notes = [];
var monsters = [];
var projectiles = [];
var missCount = 0;
var missTxt;
var hero;
var noteTimer;
var monsterTimer;
// --- UI ---
var scoreTxt = new Text2('Score: 0', {
size: 100,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
missTxt = new Text2('Misses: 0', {
size: 80,
fill: 0xFF4444
});
missTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(missTxt);
missTxt.y = 120;
// --- Hero ---
hero = new Container();
var heroAsset = hero.attachAsset('hero', {
anchorX: 0.5,
anchorY: 1,
width: 250,
height: 250
});
hero.x = 2048 / 2;
hero.y = 2732 - KEY_HEIGHT - 80;
game.addChild(hero);
// --- Piano Keys ---
var keySpacing = 2048 / NUM_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.x = keySpacing * (i + 0.5);
key.y = 2732 - KEY_HEIGHT;
pianoKeys.push(key);
game.addChild(key);
}
// --- Note Spawner ---
function spawnNote() {
var idx = Math.floor(Math.random() * NUM_KEYS);
var note = new Note();
note.noteSize = NOTE_SIZE;
note.keyIndex = idx;
note.x = pianoKeys[idx].x;
note.y = -NOTE_SIZE / 2;
note.speed = 16;
notes.push(note);
game.addChild(note);
}
noteTimer = LK.setInterval(spawnNote, 900);
// --- Monster Spawner ---
function spawnMonster() {
var idx = Math.floor(Math.random() * NUM_KEYS);
var monster = new Monster();
monster.monsterSize = 150;
monster.maxHp = 2;
monster.hp = monster.maxHp;
monster.baseColor = 0xffffff;
monster.x = pianoKeys[idx].x;
monster.y = -monster.monsterSize / 2;
monster.speed = 6 + Math.random() * 2;
monsters.push(monster);
game.addChild(monster);
}
monsterTimer = LK.setInterval(spawnMonster, 2500);
// --- Game Over Check ---
function checkGameOver() {
if (missCount >= 5) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// --- Input Handling ---
game.down = function (x, y, obj) {
// Find which key was pressed
for (var i = 0; i < pianoKeys.length; i++) {
var key = pianoKeys[i];
var keyBounds = {
left: key.x - KEY_WIDTH / 2,
right: key.x + KEY_WIDTH / 2,
top: key.y,
bottom: key.y + KEY_HEIGHT
};
if (x >= keyBounds.left && x <= keyBounds.right && y >= keyBounds.top && y <= keyBounds.bottom) {
key.flash();
// Check for note hit
for (var j = 0; j < notes.length; j++) {
var note = notes[j];
if (!note.active) continue;
var distY = Math.abs(note.y - (key.y + KEY_HEIGHT / 2));
if (note.keyIndex === i && distY < NOTE_SIZE / 1.5) {
note.active = false;
LK.setScore(LK.getScore() + 1);
scoreTxt.setText('Score: ' + LK.getScore());
LK.effects.flashObject(hero, 0x44ff44, 120);
note.destroy();
notes.splice(j, 1);
// Fire projectile at monster in this lane
for (var k = 0; k < monsters.length; k++) {
var m = monsters[k];
if (!m.destroyed && Math.abs(m.x - key.x) < 10) {
var proj = new Projectile();
proj.size = PROJECTILE_SIZE;
proj.speed = PROJECTILE_SPEED;
proj.x = hero.x;
proj.y = hero.y - 120;
proj.target = m;
projectiles.push(proj);
game.addChild(proj);
break;
}
}
return;
}
}
}
}
};
// --- Main Game Loop ---
game.update = function () {
// Update notes
for (var i = notes.length - 1; i >= 0; i--) {
var note = notes[i];
note.update();
if (!note.parent) notes.splice(i, 1);
}
// Update monsters
for (var i = monsters.length - 1; i >= 0; i--) {
var monster = monsters[i];
monster.update();
if (monster.destroyed && !monster.parent) monsters.splice(i, 1);
// If monster reaches bottom, game over
if (!monster.destroyed && monster.y > 2732 - KEY_HEIGHT - 80) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
// Update projectiles
for (var i = projectiles.length - 1; i >= 0; i--) {
var proj = projectiles[i];
proj.update();
if (!proj.parent) projectiles.splice(i, 1);
}
};
// --- Music ---
LK.playMusic('gamemusic'); ===================================================================
--- original.js
+++ change.js
@@ -224,5 +224,173 @@
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181830
-});
\ No newline at end of file
+});
+
+/****
+* Game Code
+****/
+// --- Game Constants ---
+var NUM_KEYS = 5;
+var KEY_WIDTH = 350;
+var KEY_HEIGHT = 200;
+var NOTE_SIZE = 140; // Increased size for notes
+var PROJECTILE_SIZE = 120;
+var PROJECTILE_SPEED = 32;
+// --- Game State ---
+var pianoKeys = [];
+var notes = [];
+var monsters = [];
+var projectiles = [];
+var missCount = 0;
+var missTxt;
+var hero;
+var noteTimer;
+var monsterTimer;
+// --- UI ---
+var scoreTxt = new Text2('Score: 0', {
+ size: 100,
+ fill: "#fff"
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+missTxt = new Text2('Misses: 0', {
+ size: 80,
+ fill: 0xFF4444
+});
+missTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(missTxt);
+missTxt.y = 120;
+// --- Hero ---
+hero = new Container();
+var heroAsset = hero.attachAsset('hero', {
+ anchorX: 0.5,
+ anchorY: 1,
+ width: 250,
+ height: 250
+});
+hero.x = 2048 / 2;
+hero.y = 2732 - KEY_HEIGHT - 80;
+game.addChild(hero);
+// --- Piano Keys ---
+var keySpacing = 2048 / NUM_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.x = keySpacing * (i + 0.5);
+ key.y = 2732 - KEY_HEIGHT;
+ pianoKeys.push(key);
+ game.addChild(key);
+}
+// --- Note Spawner ---
+function spawnNote() {
+ var idx = Math.floor(Math.random() * NUM_KEYS);
+ var note = new Note();
+ note.noteSize = NOTE_SIZE;
+ note.keyIndex = idx;
+ note.x = pianoKeys[idx].x;
+ note.y = -NOTE_SIZE / 2;
+ note.speed = 16;
+ notes.push(note);
+ game.addChild(note);
+}
+noteTimer = LK.setInterval(spawnNote, 900);
+// --- Monster Spawner ---
+function spawnMonster() {
+ var idx = Math.floor(Math.random() * NUM_KEYS);
+ var monster = new Monster();
+ monster.monsterSize = 150;
+ monster.maxHp = 2;
+ monster.hp = monster.maxHp;
+ monster.baseColor = 0xffffff;
+ monster.x = pianoKeys[idx].x;
+ monster.y = -monster.monsterSize / 2;
+ monster.speed = 6 + Math.random() * 2;
+ monsters.push(monster);
+ game.addChild(monster);
+}
+monsterTimer = LK.setInterval(spawnMonster, 2500);
+// --- Game Over Check ---
+function checkGameOver() {
+ if (missCount >= 5) {
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ }
+}
+// --- Input Handling ---
+game.down = function (x, y, obj) {
+ // Find which key was pressed
+ for (var i = 0; i < pianoKeys.length; i++) {
+ var key = pianoKeys[i];
+ var keyBounds = {
+ left: key.x - KEY_WIDTH / 2,
+ right: key.x + KEY_WIDTH / 2,
+ top: key.y,
+ bottom: key.y + KEY_HEIGHT
+ };
+ if (x >= keyBounds.left && x <= keyBounds.right && y >= keyBounds.top && y <= keyBounds.bottom) {
+ key.flash();
+ // Check for note hit
+ for (var j = 0; j < notes.length; j++) {
+ var note = notes[j];
+ if (!note.active) continue;
+ var distY = Math.abs(note.y - (key.y + KEY_HEIGHT / 2));
+ if (note.keyIndex === i && distY < NOTE_SIZE / 1.5) {
+ note.active = false;
+ LK.setScore(LK.getScore() + 1);
+ scoreTxt.setText('Score: ' + LK.getScore());
+ LK.effects.flashObject(hero, 0x44ff44, 120);
+ note.destroy();
+ notes.splice(j, 1);
+ // Fire projectile at monster in this lane
+ for (var k = 0; k < monsters.length; k++) {
+ var m = monsters[k];
+ if (!m.destroyed && Math.abs(m.x - key.x) < 10) {
+ var proj = new Projectile();
+ proj.size = PROJECTILE_SIZE;
+ proj.speed = PROJECTILE_SPEED;
+ proj.x = hero.x;
+ proj.y = hero.y - 120;
+ proj.target = m;
+ projectiles.push(proj);
+ game.addChild(proj);
+ break;
+ }
+ }
+ return;
+ }
+ }
+ }
+ }
+};
+// --- Main Game Loop ---
+game.update = function () {
+ // Update notes
+ for (var i = notes.length - 1; i >= 0; i--) {
+ var note = notes[i];
+ note.update();
+ if (!note.parent) notes.splice(i, 1);
+ }
+ // Update monsters
+ for (var i = monsters.length - 1; i >= 0; i--) {
+ var monster = monsters[i];
+ monster.update();
+ if (monster.destroyed && !monster.parent) monsters.splice(i, 1);
+ // If monster reaches bottom, game over
+ if (!monster.destroyed && monster.y > 2732 - KEY_HEIGHT - 80) {
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ return;
+ }
+ }
+ // Update projectiles
+ for (var i = projectiles.length - 1; i >= 0; i--) {
+ var proj = projectiles[i];
+ proj.update();
+ if (!proj.parent) projectiles.splice(i, 1);
+ }
+};
+// --- Music ---
+LK.playMusic('gamemusic');
\ No newline at end of file
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