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could we also add a booster block along with the others for the player to collect which will increase the players speed and increase the tempo of the music. โช๐ก Consider importing and using the following plugins: @upit/tween.v1
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make it so!
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make it so!
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sounds good make it so!
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sick! make it so please!
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can you move the 2 buttons a little higher
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make it so!
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cool! love this! make it so! โช๐ก Consider importing and using the following plugins: @upit/facekit.v1
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try again โช๐ก Consider importing and using the following plugins: @upit/facekit.v1
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For the background image can you Add a moving neon grid or subtle scrolling starfield for synthwave effect Use a linear gradient (top to bottom) in dark purples/blues โช๐ก Consider importing and using the following plugins: @upit/tween.v1
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make it so!
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cool sounds good make it so !
Code edit (1 edits merged)
Please save this source code
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Sound Surfer
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Create a simple rhythm game called "Sound Surfer" with the following features: A main menu that will be within a black and neon box with two options: option 1 will include use of the facekit which will use the mic for recording the music and beats that the player decides to use. Option 2 will NOT use the facekit and mic for beats/music and instead will use a randomly generated beat/music that you will create for the player. The game has three vertical lanes: left, center, and right. The player is a small glowing cool looking ship like from F-zero games at the bottom of the screen that can switch between lanes by clicking. Clicking on the left half of the screen moves the player one lane to the left. Clicking on the right half of the screen moves the player one lane to the right. The player cannot move outside the 3 lanes. Colored blocks spawn at the top of the screen in a random lane and fall down at a constant speed. When a block reaches the playerโs lane and collides with the player, the block disappears, and: +10 points are added to the score. A combo counter increases. If the block passes the player without a collision, the combo resets. Display the current "score" and "combo" in the top corner of the screen. Use a minimal neon/synthwave visual style: Dark background Bright glowing blocks and player Simple grid or lines to separate the lanes Use simple logic for now: Spawn a block every 1 second using a timer.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); var facekit = LK.import("@upit/facekit.v1"); /**** * Classes ****/ var BackgroundGrid = Container.expand(function () { var self = Container.call(this); // Create horizontal grid lines self.horizontalLines = []; for (var i = 0; i < 15; i++) { var line = self.attachAsset('gridLine', { anchorX: 0, anchorY: 0.5, alpha: 0.3 }); line.y = i * 200 - 400; self.horizontalLines.push(line); } // Create vertical grid lines self.verticalLines = []; for (var j = 0; j < 8; j++) { var vLine = self.attachAsset('gridLineVertical', { anchorX: 0.5, anchorY: 0, alpha: 0.2 }); vLine.x = j * 300; self.verticalLines.push(vLine); } self.update = function () { // Move horizontal lines down for (var i = 0; i < self.horizontalLines.length; i++) { var line = self.horizontalLines[i]; line.y += 2; // Reset line position when it goes off screen if (line.y > 2800) { line.y = -100; } // Fade effect based on distance from center var distanceFromCenter = Math.abs(line.y - 1366); var maxDistance = 1366; line.alpha = 0.3 * (1 - distanceFromCenter / maxDistance); } }; return self; }); var Block = Container.expand(function () { var self = Container.call(this); var blockGraphics = self.attachAsset('block', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); self.speed = 8; self.lane = 0; self.caught = false; // Random neon colors var colors = [0xff00ff, 0x00ffff, 0xffff00, 0xff0066, 0x66ff00]; blockGraphics.tint = colors[Math.floor(Math.random() * colors.length)]; self.update = function () { self.y += self.speed; }; return self; }); var Ship = Container.expand(function () { var self = Container.call(this); var shipGraphics = self.attachAsset('ship', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Add glow effect shipGraphics.filters = []; self.currentLane = 1; // 0 = left, 1 = center, 2 = right self.targetX = 1024; // center position self.update = function () { // Smooth movement to target lane var diff = self.targetX - self.x; if (Math.abs(diff) > 2) { self.x += diff * 0.15; } else { self.x = self.targetX; } }; self.moveToLane = function (lane) { self.currentLane = lane; if (lane === 0) { self.targetX = 341; // left lane } else if (lane === 1) { self.targetX = 1024; // center lane } else if (lane === 2) { self.targetX = 1707; // right lane } // Add movement animation tween(shipGraphics, { scaleX: 1.2, scaleY: 0.8 }, { duration: 100, onFinish: function onFinish() { tween(shipGraphics, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0a0a0a }); /**** * Game Code ****/ // Create synthwave background with gradient effect game.setBackgroundColor(0x1a0033); // Create moving background grid var backgroundGrid = game.addChild(new BackgroundGrid()); // Game state var gameMode = 'menu'; // 'menu', 'classic', 'microphone' var ship; var blocks = []; var score = 0; var combo = 0; var bestCombo = 0; var lastSpawnTime = 0; var spawnInterval = 1000; // 1 second // Lane positions - equal width lanes var lanePositions = [341, 1024, 1707]; // UI Elements var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0x00FFFF }); scoreTxt.anchor.set(0, 0); scoreTxt.x = 50; scoreTxt.y = 50; LK.gui.topLeft.addChild(scoreTxt); var comboTxt = new Text2('Combo: 0', { size: 50, fill: 0xFF00FF }); comboTxt.anchor.set(0, 0); comboTxt.x = 50; comboTxt.y = 120; LK.gui.topLeft.addChild(comboTxt); var modeTxt = new Text2('Tap to Start Classic Mode\nHold for Microphone Mode', { size: 80, fill: 0xFFFFFF }); modeTxt.anchor.set(0.5, 0.5); LK.gui.center.addChild(modeTxt); // Create lane dividers var lane1 = game.addChild(LK.getAsset('lane1', { x: 682, y: 0 })); var lane2 = game.addChild(LK.getAsset('lane2', { x: 1366, y: 0 })); // Create ship ship = game.addChild(new Ship()); ship.x = 1024; ship.y = 2400; function startGame(mode) { gameMode = mode; score = 0; combo = 0; bestCombo = 0; blocks = []; lastSpawnTime = 0; // Hide menu text modeTxt.visible = false; // Start background music LK.playMusic('synthwave'); updateUI(); } function spawnBlock() { var block = new Block(); var randomLane = Math.floor(Math.random() * 3); block.lane = randomLane; block.x = lanePositions[randomLane]; block.y = -50; blocks.push(block); game.addChild(block); } function updateUI() { scoreTxt.setText('Score: ' + score); comboTxt.setText('Combo: ' + combo + ' (Best: ' + bestCombo + ')'); } function checkCollisions() { for (var i = blocks.length - 1; i >= 0; i--) { var block = blocks[i]; // Check if block is in ship's catch zone if (!block.caught && block.y >= ship.y - 100 && block.y <= ship.y + 100) { if (block.lane === ship.currentLane) { // Block caught! block.caught = true; score += 10 + combo * 2; combo++; if (combo > bestCombo) { bestCombo = combo; } // Visual feedback LK.effects.flashObject(block, 0xffffff, 200); tween(block, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 200 }); LK.getSound('catch').play(); updateUI(); // Remove block block.destroy(); blocks.splice(i, 1); continue; } } // Check if block missed (passed ship) if (!block.caught && block.y > ship.y + 150) { if (block.lane === ship.currentLane) { // Block missed - reset combo combo = 0; LK.effects.flashScreen(0xff0000, 300); LK.getSound('miss').play(); updateUI(); } block.caught = true; // Mark as processed } // Remove blocks that are off screen if (block.y > 2800) { block.destroy(); blocks.splice(i, 1); } } } function shouldSpawnBlock() { if (gameMode === 'microphone') { // Spawn based on microphone input return facekit.volume > 0.2; } else { // Classic mode - spawn every second return LK.ticks - lastSpawnTime >= spawnInterval / (1000 / 60); } } // Touch controls game.down = function (x, y, obj) { if (gameMode === 'menu') { // Start game based on touch duration var touchStartTime = Date.now(); var checkMode = function checkMode() { var holdTime = Date.now() - touchStartTime; if (holdTime < 500) { startGame('classic'); } else { startGame('microphone'); } }; LK.setTimeout(checkMode, 100); return; } // Lane switching if (x < 1024) { // Left side tapped - move left if (ship.currentLane > 0) { ship.moveToLane(ship.currentLane - 1); } } else { // Right side tapped - move right if (ship.currentLane < 2) { ship.moveToLane(ship.currentLane + 1); } } }; // Main game update game.update = function () { if (gameMode === 'menu') { return; } // Spawn blocks if (shouldSpawnBlock()) { spawnBlock(); lastSpawnTime = LK.ticks; } // Check collisions checkCollisions(); // Game over condition (optional - can be removed for endless play) if (score >= 500) { LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -7,8 +7,49 @@
/****
* Classes
****/
+var BackgroundGrid = Container.expand(function () {
+ var self = Container.call(this);
+ // Create horizontal grid lines
+ self.horizontalLines = [];
+ for (var i = 0; i < 15; i++) {
+ var line = self.attachAsset('gridLine', {
+ anchorX: 0,
+ anchorY: 0.5,
+ alpha: 0.3
+ });
+ line.y = i * 200 - 400;
+ self.horizontalLines.push(line);
+ }
+ // Create vertical grid lines
+ self.verticalLines = [];
+ for (var j = 0; j < 8; j++) {
+ var vLine = self.attachAsset('gridLineVertical', {
+ anchorX: 0.5,
+ anchorY: 0,
+ alpha: 0.2
+ });
+ vLine.x = j * 300;
+ self.verticalLines.push(vLine);
+ }
+ self.update = function () {
+ // Move horizontal lines down
+ for (var i = 0; i < self.horizontalLines.length; i++) {
+ var line = self.horizontalLines[i];
+ line.y += 2;
+ // Reset line position when it goes off screen
+ if (line.y > 2800) {
+ line.y = -100;
+ }
+ // Fade effect based on distance from center
+ var distanceFromCenter = Math.abs(line.y - 1366);
+ var maxDistance = 1366;
+ line.alpha = 0.3 * (1 - distanceFromCenter / maxDistance);
+ }
+ };
+ return self;
+});
var Block = Container.expand(function () {
var self = Container.call(this);
var blockGraphics = self.attachAsset('block', {
anchorX: 0.5,
@@ -85,8 +126,12 @@
/****
* Game Code
****/
+// Create synthwave background with gradient effect
+game.setBackgroundColor(0x1a0033);
+// Create moving background grid
+var backgroundGrid = game.addChild(new BackgroundGrid());
// Game state
var gameMode = 'menu'; // 'menu', 'classic', 'microphone'
var ship;
var blocks = [];
synthwave neon glow audiosurf or f-zero like ship. In-Game asset. 2d. High contrast. No shadows
faint glowing outlines with a shimmer effect retro synthwave style. In-Game asset. 2d. High contrast. No shadows
a musical note thats bright and neon thats also really cool looking. In-Game asset. 2d. High contrast. No shadows
synthwave bright neon glow audiosurf or f-zero like ship In-Game asset. 2d. High contrast. No shadows
synthwave bright neon glow audiosurf or f-zero like ship In-Game asset. 2d. High contrast. No shadows. facing upright vertical
a musical note thats bright and neon thats also really cool looking. In-Game asset. 2d. High contrast. No shadows
- Shape: a glowing neon **circle or hexagon** - Color: bright **red or magenta** - Inner symbol: a small white or yellow **skull**, **explosion**, or **โ ๏ธ warning icon** in the center - Glow: apply a soft outer glow that pulses slightly - Visual style: match the **synthwave aesthetic** (think neon, arcade, retro-futuristic) - Size: same as the existing note blocks - Animation: gently pulsate or shimmer while falling. In-Game asset. 2d. High contrast. No shadows
a bright laser vertical line retro style. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows
a line that is set to the theme of this game that looks like lightsabre. In-Game asset. 2d. High contrast. No shadows
synthwave bright neon glow audiosurf or f-zero like ship In-Game asset. 2d. High contrast. No shadows. facing upright vertical 3d like