User prompt
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.
User prompt
Expected Game Behavior (Fix Needed): Each individual monster, when it reaches and stays near the player, must: Start its own 3-second timer (independent from other monsters). After 3 seconds, remove 1 heart from the player’s visible health bar (out of 5). Continue repeating this every 3 seconds as long as the monster remains in range. The player has 5 visible hearts displayed above their character. Each time a monster deals damage, one heart disappears visually. Once the player's health reaches 0 hearts remaining, the game should: Immediately stop all gameplay, Trigger a Game Over screen or sequence, Prevent further monster damage or player actions. Make sure: Each monster tracks its own individual attack cooldown. Damage is not applied globally or shared between monsters. Health bar UI is updated in real-time with each hit. Game over condition is triggered only when the last heart is removed.
User prompt
Fix the following issue: Right now, monsters seem to deal damage every 3 seconds, but not in the way intended. Expected behavior: Each individual monster should have its own 3-second damage cycle. If a monster is within attack range of the player, it should remove exactly 1 health point from the player's health bar every 3 seconds. This means that: 1 monster near the player = 1 damage every 3 seconds 2 monsters near the player = 2 damage every 3 seconds 3 monsters = 3 damage every 3 seconds, and so on. When the player’s health reaches 0, trigger a game over screen and stop the game. Make sure: Each monster tracks its own cooldown or timer. Damage is only applied once per monster every 3 seconds. The health bar updates accordingly, and the game ends when health is 0.
User prompt
Fix the following issue: Currently, when multiple monsters reach the character, they deal damage too quickly or all at once. Expected behavior: Each monster that reaches the player should deal exactly 1 damage every 3 seconds, independently. Damage should not stack instantly from all monsters. Instead, each monster should have its own 3-second damage timer, so that: 1 monster = 1 damage every 3 seconds 2 monsters = 1 damage every 1.5 seconds (alternating hits) 3 monsters = faster damage, but each still only hits once every 3 seconds Make sure: Each monster has its own attack cooldown timer. A monster can't apply damage again until its 3-second cooldown has passed. Damage is applied per monster, not globally or all at once.
User prompt
Please fix the bug: 'Uncaught ReferenceError: healthBar is not defined' in or related to this line: 'if (healthBar) {' Line Number: 755
User prompt
ix the following issue: Currently, monsters are passing by the player character without causing any damage. Expected behavior: The player has a total of 5 health points. When the player misses notes, the monsters should continue moving toward the character. Once a monster gets close enough to the character, it should stay there and deal 1 damage every 3 seconds. The monster should not pass the character; instead, it should remain near the player and continue applying damage until either: The monster is destroyed, or The player loses all health. Make sure: Monster movement stops when in attack range. A timer triggers damage every 3 seconds while the monster is close. Health bar updates correctly and game ends when HP reaches 0.
User prompt
Please fix the bug: 'Uncaught ReferenceError: Projectile is not defined' in or related to this line: 'var proj = new Projectile();' Line Number: 376
User prompt
Add a Health Bar to the Player Character: Add a health bar with 5 segments positioned directly above the character. The player starts with 5 health points. If a monster gets too close to the character (e.g., within a certain distance or collision range), it should begin to deal 1 damage every 3 seconds. Each time damage is taken, one segment of the health bar disappears. When all health points are lost, the game should trigger a game over sequence. Include: Smooth visual decrease in health. Optional: flashing red effect or sound when hit. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Fix the following issue: When the player hits the correct note, the character correctly aims their weapon at the monster, but no projectile is being fired. Expected behavior: On every successful (non-miss) key press, the character should both aim and fire a visible projectile toward the approaching monster. The projectile should spawn from the weapon, move toward the monster, and destroy the monster on impact. Make sure: The projectile is properly instantiated. It has a velocity or movement logic toward the target. Collision detection and damage logic are working as expected.
User prompt
For every successful (non-miss) key press, make the character at the top of the screen fire their weapon toward the incoming monsters. The projectile should travel toward the nearest monster and destroy it on impact. Only accurate hits (i.e., pressing the correct key when a note is in the hit zone or still falling) should trigger the attack. Misses should not trigger any firing action. Include appropriate shooting animations, projectile visuals, and monster death effects.
User prompt
Fix the following issue: Currently, pressing the correct key while the note is still in the air is being registered as a miss. What should happen instead: If the player presses the correct key while the note is still falling (i.e. before it touches the ground), it should be counted as a hit. A miss should only occur if: The note reaches the bottom without being hit, or The player presses a key when there is no matching note aligned (e.g. pressing the wrong key or pressing an empty space).
User prompt
If the player clicks (or presses the correct piano key) before the falling notes hit the ground, the character at the top of the screen should instantly fire a projectile toward the incoming monsters.
User prompt
yukarıdan düşen notaları havada tıkladığımda üstteki karakter canavarlara ateş etsin
User prompt
In this 2D rhythm-based action game, split the screen into two parts: The bottom part contains 5 large piano keys that extend all the way to the center of the screen. Notes fall from above each key, and the player must press the matching piano key when a note reaches it. Modify the mechanics so that: Each time the player successfully hits a note in the air (not just at the bottom), the character at the top of the screen fires a projectile toward the approaching enemies. The more accurate the timing (closer to catching the note in mid-air), the faster or more powerful the attack.
User prompt
notalar biraz daha yavaş şekilde düşsün zamanla hızlansınlar aşağıdaki 5 tuşu ekranın ortasına gelecek kadar uzat düşen notalara tıkladığımda ise karakter ateş etsin
User prompt
notalar tam tuşun üzerindeyken tuşa basmama rağmen karakter ateş etmiyor ve miss olarak kabul ediyhor
User prompt
notalar 5 tuşa doğru karışık şekilde düşsün ve nota tam tuşun üzerindeyken tuşa basarsak karakter ateş etsin
User prompt
notalar ekranın tam ortasından aşağı doğru düşsün doğru nota tam piyano tuşunun üzerindeyken o tuşa basılırsa not kaybolsun ve karakterimiz canavarlara doğru ateş etsin
User prompt
canavarlar ekranın sağ üstünden gelsin ve kullanıcıya doğru gelsin kullanıcının elinde bir silah olsun
User prompt
karakteri üst kısıma taşı yukarıdan düşen notaları ise aşağı ekrana al
User prompt
oyunun ekranını ortadan ikiye böl yukarıda ve aşağıda bir parça olarak
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'var missY = key.y + KEY_HEIGHT + NOTE_SIZE / 2;' Line Number: 376
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'var keyAsset = self.attachAsset(self.assetId, {' Line Number: 94
Code edit (1 edits merged)
Please save this source code
User prompt
Piano Defender
/**** * 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 if (self.y < 2732) { self.y += self.speed; } }; 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) --- 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 }); tween(weapon, { rotation: -0.5 }, { 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]; // Allow hit if note is above the bottom of its assigned key (not missed yet) var missY = key.y + KEY_HEIGHT + NOTE_SIZE / 2; if (note.y < missY) { // 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 }); tween(weapon, { rotation: -0.5 }, { 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 too early/late) 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; var dx = m.x - 2048 / 2; var dy = m.y - hero.y; var dist = Math.abs(dy); if (dist < minDist) { minDist = dist; nearest = m; } } return nearest; } // --- Game Update Loop --- game.update = function () { // Gradually speed up notes 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); } // Spawn notes if (LK.ticks - lastNoteSpawn >= NOTE_SPAWN_INTERVAL) { lastNoteSpawn = LK.ticks; 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); } // Spawn monsters if (LK.ticks - lastMonsterSpawn >= MONSTER_SPAWN_INTERVAL) { lastMonsterSpawn = LK.ticks; var monster = new Monster(); monster.monsterSize = MONSTER_SIZE; // Spawn at random X near the right edge, Y near the top monster.x = 2048 - MONSTER_SIZE / 2 - Math.random() * 120; monster.y = 220 + Math.random() * 120; monster.speed = MONSTER_SPEED; monster.maxHp = MONSTER_HP; monster.hp = MONSTER_HP; monster.baseColor = 0x8e44ad; monster.destroyed = false; // Calculate direction vector 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; monsters.push(monster); game.addChild(monster); } // Update notes for (var i = notes.length - 1; i >= 0; i--) { var note = notes[i]; note.update(); // If note missed (passed all keys) 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 && note.active) { note.active = false; missCount += 1; missTxt.setText('Misses: ' + missCount); LK.effects.flashObject(hero, 0xff4444, 200); // Animate note fade out tween(note, { alpha: 0 }, { duration: 120, onFinish: function onFinish() { note.destroy(); } }); notes.splice(i, 1); checkGameOver(); } else if (!note.active || note.alpha === 0) { // Remove destroyed/inactive notes notes.splice(i, 1); } } else { // Defensive: If key is missing, just remove the note to avoid errors 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; if (typeof monsterAttackTimers === "undefined") var monsterAttackTimers = {}; // 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 () { // Smoothly 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 += 0.15; if (seg.alpha > 1) seg.alpha = 1; } else if (!shouldBeVisible && seg.alpha > 0) { seg.alpha -= 0.15; if (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; } }; } // 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 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--; // Flash hero red LK.effects.flashObject(hero, 0xff0000, 300); // Flash health bar segment 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; LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); 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) healthBar.reset(); playerHealth = playerMaxHealth; } } // --- Win Condition (Optional: e.g. score 30) --- /* if (score >= 30) { LK.showYouWin(); } */ // --- End of File ---
===================================================================
--- original.js
+++ change.js
@@ -193,10 +193,10 @@
/****
* 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
@@ -623,8 +623,11 @@
if (typeof healthBar.update === "function") healthBar.update();
// --- Monster attack logic ---
var ATTACK_RANGE = 120;
var DAMAGE_INTERVAL = 180; // 3 seconds at 60fps
+ 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
@@ -653,33 +656,36 @@
if (!m.lastInAttackRange) {
m.attackTimer = 0;
}
m.lastInAttackRange = true;
- m.attackTimer++;
- // Only deal damage if timer reaches interval and player is still alive
- if (m.attackTimer >= DAMAGE_INTERVAL && playerHealth > 0) {
- m.attackTimer = 0;
- if (playerHealth > 0) {
- playerHealth--;
- // Flash hero red
- LK.effects.flashObject(hero, 0xff0000, 300);
- // Flash health bar segment
- if (healthBar.segments[playerHealth]) {
- tween(healthBar.segments[playerHealth], {
- tint: 0xff4444
- }, {
- duration: 120,
- onFinish: function onFinish() {
- tween(this, {
- tint: 0x2ecc71
- }, {
- duration: 120
- });
- }.bind(healthBar.segments[playerHealth])
- });
+ // 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--;
+ // Flash hero red
+ LK.effects.flashObject(hero, 0xff0000, 300);
+ // Flash health bar segment
+ 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) {
+ if (playerHealth <= 0 && !gameOverTriggered) {
+ gameOverTriggered = true;
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();
if (healthBar) healthBar.reset();
playerHealth = playerMaxHealth;
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