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;
}
}
};
// --- 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;
});
// 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;
}
// 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
****/
// --- Start Screen Implementation ---
var startScreen = new Container();
var startBg = LK.getAsset('top_bg', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: 2048,
height: 1366
});
startScreen.addChild(startBg);
// Game Title
var titleTxt = new Text2('PIANO MONSTER', {
size: 180,
fill: "#fff",
font: "Impact, Arial Black, Tahoma"
});
titleTxt.anchor.set(0.5, 0);
titleTxt.x = 2048 / 2;
titleTxt.y = 320;
startScreen.addChild(titleTxt);
// Menu Option: Choose The Music
var chooseMusicTxt = new Text2('Choose The Music', {
size: 100,
fill: 0xFFE066,
font: "Impact, Arial Black, Tahoma"
});
chooseMusicTxt.anchor.set(0.5, 0);
chooseMusicTxt.x = 2048 / 2;
chooseMusicTxt.y = titleTxt.y + 320;
startScreen.addChild(chooseMusicTxt);
// Menu Option: How to Play
var howToPlayTxt = new Text2('How to Play', {
size: 100,
fill: 0x66E0FF,
font: "Impact, Arial Black, Tahoma"
});
howToPlayTxt.anchor.set(0.5, 0);
howToPlayTxt.x = 2048 / 2;
howToPlayTxt.y = chooseMusicTxt.y + 180;
startScreen.addChild(howToPlayTxt);
// Add startScreen to the game
game.addChild(startScreen);
// Hide game elements until start
var gameStarted = false;
topBg.visible = false;
if (typeof hero !== "undefined") hero.visible = false;
if (typeof weapon !== "undefined") weapon.visible = false;
for (var i = 0; i < pianoKeys.length; i++) pianoKeys[i].visible = false;
scoreTxt.visible = false;
missTxt.visible = false;
if (healthBar) healthBar.visible = false;
// Start game on any tap/click on startScreen
startScreen.down = function (x, y, obj) {
if (gameStarted) return;
gameStarted = true;
// Remove start screen
if (startScreen.parent) startScreen.parent.removeChild(startScreen);
// Show game elements
topBg.visible = true;
if (typeof hero !== "undefined") hero.visible = true;
if (typeof weapon !== "undefined") weapon.visible = true;
for (var i = 0; i < pianoKeys.length; i++) pianoKeys[i].visible = true;
scoreTxt.visible = true;
missTxt.visible = true;
if (healthBar) healthBar.visible = true;
// Play background music when the game starts
LK.playMusic('gamemusic');
};
// Forward input to startScreen while visible
game.down = function (x, y, obj) {
if (!gameStarted && typeof startScreen.down === "function") {
startScreen.down(x, y, obj);
return;
}
// --- original game.down code below ---
// 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,
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;
}
}
}
}
}
};
// Top background asset for upper part of the screen
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);
// --- 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 = 170;
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
// --- No divider line: screen is visually split by content only ---
// --- 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: 770
}));
// 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 = '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 ---
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,
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_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,
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 () {
// 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;
// --- BITE ANIMATION & DAMAGE ---
// Only increment timer and deal damage if game is not over
if (!gameOverTriggered && playerHealth > 0) {
m.attackTimer++;
// Monster bites every DAMAGE_INTERVAL frames (3 seconds)
if (m.attackTimer >= DAMAGE_INTERVAL) {
m.attackTimer = 0;
if (playerHealth > 0) {
// Animate monster "bite" (scale up and back quickly)
tween(m, {
scaleX: 1.18,
scaleY: 0.82
}, {
duration: 90,
yoyo: true,
repeat: 1
});
// 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) {
// Visually remove the heart asset
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 all hearts are gone, trigger game over
var allHeartsGone = true;
for (var h = 0; h < healthBar.segments.length; h++) {
if (healthBar.segments[h].alpha > 0) {
allHeartsGone = false;
break;
}
}
if (allHeartsGone && !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
@@ -268,10 +268,179 @@
/****
* Game Code
****/
+// --- Start Screen Implementation ---
+var startScreen = new Container();
+var startBg = LK.getAsset('top_bg', {
+ anchorX: 0,
+ anchorY: 0,
+ x: 0,
+ y: 0,
+ width: 2048,
+ height: 1366
+});
+startScreen.addChild(startBg);
+// Game Title
+var titleTxt = new Text2('PIANO MONSTER', {
+ size: 180,
+ fill: "#fff",
+ font: "Impact, Arial Black, Tahoma"
+});
+titleTxt.anchor.set(0.5, 0);
+titleTxt.x = 2048 / 2;
+titleTxt.y = 320;
+startScreen.addChild(titleTxt);
+// Menu Option: Choose The Music
+var chooseMusicTxt = new Text2('Choose The Music', {
+ size: 100,
+ fill: 0xFFE066,
+ font: "Impact, Arial Black, Tahoma"
+});
+chooseMusicTxt.anchor.set(0.5, 0);
+chooseMusicTxt.x = 2048 / 2;
+chooseMusicTxt.y = titleTxt.y + 320;
+startScreen.addChild(chooseMusicTxt);
+// Menu Option: How to Play
+var howToPlayTxt = new Text2('How to Play', {
+ size: 100,
+ fill: 0x66E0FF,
+ font: "Impact, Arial Black, Tahoma"
+});
+howToPlayTxt.anchor.set(0.5, 0);
+howToPlayTxt.x = 2048 / 2;
+howToPlayTxt.y = chooseMusicTxt.y + 180;
+startScreen.addChild(howToPlayTxt);
+// Add startScreen to the game
+game.addChild(startScreen);
+// Hide game elements until start
+var gameStarted = false;
+topBg.visible = false;
+if (typeof hero !== "undefined") hero.visible = false;
+if (typeof weapon !== "undefined") weapon.visible = false;
+for (var i = 0; i < pianoKeys.length; i++) pianoKeys[i].visible = false;
+scoreTxt.visible = false;
+missTxt.visible = false;
+if (healthBar) healthBar.visible = false;
+// Start game on any tap/click on startScreen
+startScreen.down = function (x, y, obj) {
+ if (gameStarted) return;
+ gameStarted = true;
+ // Remove start screen
+ if (startScreen.parent) startScreen.parent.removeChild(startScreen);
+ // Show game elements
+ topBg.visible = true;
+ if (typeof hero !== "undefined") hero.visible = true;
+ if (typeof weapon !== "undefined") weapon.visible = true;
+ for (var i = 0; i < pianoKeys.length; i++) pianoKeys[i].visible = true;
+ scoreTxt.visible = true;
+ missTxt.visible = true;
+ if (healthBar) healthBar.visible = true;
+ // Play background music when the game starts
+ LK.playMusic('gamemusic');
+};
+// Forward input to startScreen while visible
+game.down = function (x, y, obj) {
+ if (!gameStarted && typeof startScreen.down === "function") {
+ startScreen.down(x, y, obj);
+ return;
+ }
+ // --- original game.down code below ---
+ // 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,
+ 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;
+ }
+ }
+ }
+ }
+ }
+};
// Top background asset for upper part of the screen
-// --- Add top background asset ---
var topBg = LK.getAsset('top_bg', {
anchorX: 0,
anchorY: 0,
x: 0,
@@ -279,10 +448,8 @@
width: 2048,
height: 1366 // Top half of the screen
});
game.addChild(topBg);
-// Play background music when the game starts
-LK.playMusic('gamemusic');
// --- Constants ---
// Tween plugin for note/monster animations
// Bullet asset for weapon fire
// 5 separate heart assets for health (can be different colors for each)
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