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can you add a button somewhere to disable the camera โช๐ก Consider importing and using the following plugins: @upit/facekit.v1
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make it so! โช๐ก Consider importing and using the following plugins: @upit/tween.v1, @upit/facekit.v1
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Please fix the bug: 'LK.Shape is not a constructor' in or related to this line: 'var micBar = new LK.Shape({' Line Number: 361
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'Uncaught TypeError: facekit.init is not a function' in or related to this line: 'facekit.init({' Line Number: 643
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Please fix the bug: 'Uncaught TypeError: facekit.init is not a function' in or related to this line: 'facekit.init({' Line Number: 643 โช๐ก Consider importing and using the following plugins: @upit/facekit.v1
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make it so! โช๐ก Consider importing and using the following plugins: @upit/facekit.v1
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is it possible to create unlockable ships for the player? for then the player completes a round win or lose I would like for them to be able to unlock 1 of 5 locked ships each time and each of these ships for the player that they unlock is randomly generated and will get 1 more life added. โช๐ก Consider importing and using the following plugins: @upit/storage.v1
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I love these ideas! please make it so !
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'Uncaught TypeError: LK.musicTime is not a function' in or related to this line: 'musicStartTime = LK.musicTime(); // Track when music started using music time' Line Number: 465
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Update the block-catching sound timing in "Sound Surfer" so that the sounds played when the player catches a block are better synchronized with the beat of the currently playing music track. Specifically: 1. Use `LK.musicTime()` instead of `Date.now()` to calculate the time since the current track started. This will give more accurate sync with the actual audio. 2. Calculate the current beat position based on a beat duration that dynamically adjusts with game speed. For example: ```javascript var baseBPM = 120; var currentBPM = baseBPM * gameSpeed; var beatLength = 60000 / currentBPM; // in ms
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make it so! โช๐ก Consider importing and using the following plugins: @upit/tween.v1
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yup that sounds perfect! make it so!
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for when the player catches a normal block can you make sure that the sound matches a note/beat from the current track playing? or make it so that it stays in tune and in rhythm of the current track playing โช๐ก Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'scaleX' in undefined' in or related to this line: 'tween(lifeDisplays[lifeIdx], {' Line Number: 497 โช๐ก Consider importing and using the following plugins: @upit/tween.v1
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next can we add another block thats a bomb that will take 2 lives from the player if the player touches it. โช๐ก Consider importing and using the following plugins: @upit/tween.v1
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oh yes this would be amazing! make it so !
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could you also add another mechanic where after the first song ends move onto another and then eventually go through all the available tracks. Once the player goes through all the tracks available without repeating any of the tracks the player will then get the You win menu and with their player stats like their score and highest combo โช๐ก Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ok can we add another mechanic for the player? I would like to add a player life system. the player starts with 3 lives that are somewhere easily visablee on the screen that fits the neon retrowave theme for the game. For every missed block the player will lose 1 life. if the player loses all their lives then the player will get a game over menu with an option to try again! โช๐ก Consider importing and using the following plugins: @upit/tween.v1
User prompt
Instead of player HP based on a percentage could we just instead change the value to a total of 3? They have 3 lives and lose the game if all 3 are lost. โช๐ก Consider importing and using the following plugins: @upit/tween.v1
User prompt
I cant see the HP bar at all
User prompt
Ok can we add another mechanic for the player? I would like to add a HP Bar at the very bottom below the players ship. noticeable bright green bar that will flash red during a missed block. centered but also doesnt get in the way of other objects. This HP Bar will start at 100% and every missed block decreases the value of the HP Bar anywhere from 5% to 10%. When the HP reaches 0 or below the player loses and gets a giant flashy neon glow and bright game over menu with the option to try again! โช๐ก Consider importing and using the following plugins: @upit/tween.v1
User prompt
can we add 2 more tracks for music for classic mode? 1 track lofi and the other a retrowave track with a good steady beat.
User prompt
could we take some of the sounds from the music generated and turn them into sound effects for the player when they collect a block โช๐ก Consider importing and using the following plugins: @upit/tween.v1
/**** * 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); // Array of available block assets var blockAssets = ['block1', 'block2', 'block3', 'block4']; // Randomly select a block asset var selectedAsset = blockAssets[Math.floor(Math.random() * blockAssets.length)]; var blockGraphics = self.attachAsset(selectedAsset, { 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 BombBlock = Container.expand(function () { var self = Container.call(this); var bombGraphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); self.speed = 8; self.lane = 0; self.caught = false; // Distinctive red color for danger bombGraphics.tint = 0xff0000; // Add warning pulsing animation to make it stand out as dangerous tween(bombGraphics, { scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(bombGraphics, { scaleX: 0.8, scaleY: 0.8 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { // Restart the pulsing animation if (!self.caught) { tween(bombGraphics, { scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.easeInOut }); } } }); } }); self.update = function () { self.y += self.speed; }; return self; }); var BoosterBlock = Container.expand(function () { var self = Container.call(this); var boosterGraphics = self.attachAsset('booster', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); self.speed = 8; self.lane = 0; self.caught = false; // Distinctive golden/yellow color for booster boosterGraphics.tint = 0xFFD700; // Add pulsing animation to make it stand out tween(boosterGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(boosterGraphics, { scaleX: 0.8, scaleY: 0.8 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { // Restart the pulsing animation if (!self.caught) { tween(boosterGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 500, easing: tween.easeInOut }); } } }); } }); self.update = function () { self.y += self.speed; }; return self; }); var Life = Container.expand(function () { var self = Container.call(this); var heartGraphics = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0 }); // Add neon glow effect with retrowave pink heartGraphics.tint = 0xff0066; self.setActive = function (active) { if (active) { heartGraphics.alpha = 1.0; heartGraphics.tint = 0xff0066; // Bright neon pink } else { heartGraphics.alpha = 0.3; heartGraphics.tint = 0x440022; // Dim dark pink } }; return self; }); var Ship = Container.expand(function (shipType) { var self = Container.call(this); // Use the provided shipType or default to classicShip var assetType = shipType || 'classicShip'; var shipGraphics = self.attachAsset(assetType, { anchorX: 0.5, anchorY: 0.5, scaleX: 3.0, scaleY: 3.0 }); // 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: 3.6, scaleY: 2.4 }, { duration: 100, onFinish: function onFinish() { tween(shipGraphics, { scaleX: 3.0, scaleY: 3.0 }, { duration: 100 }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0a0a0a }); /**** * Game Code ****/ // Create synthwave background with gradient effect game.setBackgroundColor(0x270050); // Create moving background grid var backgroundGrid = game.addChild(new BackgroundGrid()); // Array of synthwave tracks for classic mode var synthwaveTracks = ['synthwave1', 'synthwave2', 'synthwave3', 'lofitrack', 'retrowave']; var currentTrackIndex = 0; // Index of currently playing track var completedTracks = []; // Array to track which tracks have been completed var musicStartTime = 0; // Time when current music track started var trackDuration = 60000; // Approximate track duration in milliseconds (60 seconds) // Game state var gameMode = 'menu'; // 'menu', 'classic', 'microphone' var ship; var blocks = []; var score = 0; var combo = 0; var bestCombo = 0; var lives = 3; var maxLives = 3; var lifeDisplays = []; var lastSpawnTime = 0; var spawnInterval = 1000; // 1 second var gameSpeed = 1.0; // Speed multiplier for the game var baseBlockSpeed = 8; // Base speed for blocks var currentMusicTrack = null; // Track current playing music // Beat detection variables var audioBuffer = []; var beatThreshold = 0.4; var lastBeatTime = 0; var minBeatInterval = 200; // Minimum ms between beats var volumeHistory = []; var bufferSize = 10; var beatSensitivity = 1.5; // 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); // Create life display hearts in top right for (var lifeIndex = 0; lifeIndex < maxLives; lifeIndex++) { var lifeHeart = new Life(); lifeHeart.x = -80 - lifeIndex * 80; // Position from right edge lifeHeart.y = 60; lifeHeart.setActive(true); lifeDisplays.push(lifeHeart); LK.gui.topRight.addChild(lifeHeart); } // Create mode selection buttons with neon glow outline var classicButton = new Text2('1. CLASSIC MODE\nBuilt-in synthwave music', { size: 60, fill: 0x00FFFF, stroke: 0x00FFFF, strokeThickness: 3 }); classicButton.anchor.set(0.5, 0.5); classicButton.x = 0; classicButton.y = -300; LK.gui.center.addChild(classicButton); var micButton = new Text2('2. MICROPHONE MODE\nSync with your music', { size: 60, fill: 0xFF00FF, stroke: 0xFF00FF, strokeThickness: 3 }); micButton.anchor.set(0.5, 0.5); micButton.x = 0; micButton.y = -100; LK.gui.center.addChild(micButton); var instructionTxt = new Text2('TAP A BUTTON TO SELECT MODE', { size: 50, fill: 0xFFFFFF }); instructionTxt.anchor.set(0.5, 0.5); instructionTxt.y = 100; LK.gui.center.addChild(instructionTxt); // 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; lives = 3; blocks = []; lastSpawnTime = 0; gameSpeed = 1.0; // Reset game speed currentTrackIndex = 0; // Reset track progression completedTracks = []; // Reset completed tracks musicStartTime = 0; // Reset music timer // Reset life display for (var i = 0; i < lifeDisplays.length; i++) { lifeDisplays[i].setActive(true); } // Reset beat detection variables audioBuffer = []; volumeHistory = []; lastBeatTime = 0; // Hide menu elements classicButton.visible = false; micButton.visible = false; instructionTxt.visible = false; // Destroy existing ship and create new one with appropriate asset if (ship) { ship.destroy(); } // Create ship with mode-specific asset if (mode === 'classic') { ship = game.addChild(new Ship('classicShip')); } else { ship = game.addChild(new Ship('microphoneShip')); } ship.x = 1024; ship.y = 2400; // Start background music only in classic mode if (mode === 'classic') { // Shuffle the playlist for randomized track order for (var i = synthwaveTracks.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = synthwaveTracks[i]; synthwaveTracks[i] = synthwaveTracks[j]; synthwaveTracks[j] = temp; } // Start with first track in shuffled sequence currentMusicTrack = synthwaveTracks[currentTrackIndex]; LK.playMusic(currentMusicTrack); musicStartTime = Date.now(); // Track when music started } else { // Stop background music in microphone mode to focus on external audio currentMusicTrack = null; LK.stopMusic(); } updateUI(); } function spawnBlock() { var block; var random = Math.random(); // 10% chance to spawn a bomb block if (random < 0.10) { block = new BombBlock(); // 15% chance to spawn a booster block } else if (random < 0.25) { block = new BoosterBlock(); } else { block = new Block(); } var lane; if (gameMode === 'microphone') { // Create more musical patterns based on audio intensity var intensity = facekit.volume; if (intensity > 0.8) { // High intensity - spawn in multiple lanes or center lane = Math.random() > 0.5 ? 1 : Math.floor(Math.random() * 3); } else if (intensity > 0.5) { // Medium intensity - prefer outer lanes lane = Math.random() > 0.5 ? 0 : 2; } else { // Low intensity - single random lane lane = Math.floor(Math.random() * 3); } } else { // Classic mode - random lane lane = Math.floor(Math.random() * 3); } block.lane = lane; block.x = lanePositions[lane]; block.y = -50; block.speed = baseBlockSpeed * gameSpeed; // Apply game speed multiplier 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; // Check if it's a bomb block if (block instanceof BombBlock) { // Bomb effects - lose 2 lives and reset combo lives -= 2; combo = 0; // Update life display for lost lives for (var lifeIdx = Math.max(0, lives); lifeIdx < Math.min(lives + 2, lifeDisplays.length); lifeIdx++) { lifeDisplays[lifeIdx].setActive(false); // Add dramatic life loss animation - capture lifeIdx in closure (function (capturedIdx) { tween(lifeDisplays[capturedIdx], { scaleX: 2.0, scaleY: 2.0 }, { duration: 300, onFinish: function onFinish() { tween(lifeDisplays[capturedIdx], { scaleX: 1.0, scaleY: 1.0 }, { duration: 300 }); } }); })(lifeIdx); } // Dramatic visual feedback for bomb LK.effects.flashScreen(0xff0000, 800); LK.effects.flashObject(ship, 0xff0000, 800); // Play miss sound for bomb hit LK.getSound('miss').play(); // Check for game over if (lives <= 0) { LK.showGameOver(); return; } // Check if it's a booster block } else if (block instanceof BoosterBlock) { // Booster effects score += 25 + combo * 3; // More points for booster combo += 2; // Extra combo bonus // Increase game speed (cap at 2.5x) gameSpeed = Math.min(gameSpeed + 0.2, 2.5); // Apply speed to all existing blocks for (var j = 0; j < blocks.length; j++) { blocks[j].speed = baseBlockSpeed * gameSpeed; } // Restart music with faster tempo (only in classic mode) if (gameMode === 'classic' && currentMusicTrack) { LK.stopMusic(); // Small delay before restarting music to avoid audio glitches LK.setTimeout(function () { LK.playMusic(currentMusicTrack); }, 50); } // Special visual feedback for booster LK.effects.flashScreen(0xFFD700, 300); LK.effects.flashObject(ship, 0xFFD700, 500); // Play layered synthwave sounds for booster LK.getSound('synthBass').play(); LK.setTimeout(function () { LK.getSound('synthLead').play(); }, 100); } else { // Regular block 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 }); // Play musical sound that matches the current track var trackSounds = { 'synthwave1': ['synthBass', 'synthLead', 'synthDrum', 'synthChord'], 'synthwave2': ['synthLead', 'synthChord', 'synthBass', 'synthDrum'], 'synthwave3': ['synthDrum', 'synthBass', 'synthLead', 'synthChord'], 'lofitrack': ['synthBass', 'synthChord'], 'retrowave': ['synthLead', 'synthDrum', 'synthChord'] }; var soundsForTrack = trackSounds[currentMusicTrack] || ['synthBass', 'synthLead', 'synthDrum', 'synthChord']; // Calculate beat position based on music timing to stay in rhythm var timeElapsed = Date.now() - musicStartTime; var beatPosition = Math.floor(timeElapsed / 500 % soundsForTrack.length); // 500ms per beat (120 BPM) var rhythmicSound = soundsForTrack[beatPosition]; LK.getSound(rhythmicSound).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 - lose life and reset combo lives--; combo = 0; // Update life display if (lives >= 0 && lives < lifeDisplays.length) { var currentLifeIndex = lives; // Capture current lives value lifeDisplays[currentLifeIndex].setActive(false); // Add life loss animation tween(lifeDisplays[currentLifeIndex], { scaleX: 1.5, scaleY: 1.5 }, { duration: 200, onFinish: function onFinish() { tween(lifeDisplays[currentLifeIndex], { scaleX: 1.0, scaleY: 1.0 }, { duration: 200 }); } }); } LK.effects.flashScreen(0xff0000, 300); LK.getSound('miss').play(); // Check for game over if (lives <= 0) { LK.showGameOver(); return; } updateUI(); } block.caught = true; // Mark as processed } // Remove blocks that are off screen if (block.y > 2800) { block.destroy(); blocks.splice(i, 1); } } } function progressToNextTrack() { if (gameMode !== 'classic') return; // Mark current track as completed if (completedTracks.indexOf(synthwaveTracks[currentTrackIndex]) === -1) { completedTracks.push(synthwaveTracks[currentTrackIndex]); } // Move to next track currentTrackIndex++; // Check if all tracks have been completed if (currentTrackIndex >= synthwaveTracks.length) { // Player has completed all tracks - show victory with stats LK.showYouWin(); return; } // Play next track currentMusicTrack = synthwaveTracks[currentTrackIndex]; LK.playMusic(currentMusicTrack); musicStartTime = Date.now(); // Reset music timer } function detectBeat() { var currentVolume = facekit.volume; var currentTime = Date.now(); // Add current volume to history buffer volumeHistory.push(currentVolume); if (volumeHistory.length > bufferSize) { volumeHistory.shift(); } // Calculate average volume from buffer var avgVolume = 0; for (var i = 0; i < volumeHistory.length; i++) { avgVolume += volumeHistory[i]; } avgVolume = avgVolume / volumeHistory.length; // Detect beat: current volume significantly higher than average var volumeSpike = currentVolume > avgVolume * beatSensitivity; var timeSinceLastBeat = currentTime - lastBeatTime; var beatDetected = volumeSpike && currentVolume > beatThreshold && timeSinceLastBeat > minBeatInterval; if (beatDetected) { lastBeatTime = currentTime; // Add visual feedback for beat detection LK.effects.flashScreen(0x440088, 100); return true; } return false; } function shouldSpawnBlock() { if (gameMode === 'microphone') { // Spawn based on beat detection from microphone input return detectBeat(); } else { // Classic mode - spawn every second return LK.ticks - lastSpawnTime >= spawnInterval / (1000 / 60); } } // Button event handlers classicButton.down = function (x, y, obj) { if (gameMode === 'menu') { // Add button press animation tween(classicButton, { scaleX: 1.1, scaleY: 1.1 }, { duration: 100, onFinish: function onFinish() { tween(classicButton, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); startGame('classic'); } }; micButton.down = function (x, y, obj) { if (gameMode === 'menu') { // Add button press animation tween(micButton, { scaleX: 1.1, scaleY: 1.1 }, { duration: 100, onFinish: function onFinish() { tween(micButton, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); startGame('microphone'); } }; // Touch controls for lane switching during gameplay game.down = function (x, y, obj) { if (gameMode === 'menu') { 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; } // Check for track progression in classic mode if (gameMode === 'classic' && musicStartTime > 0) { var currentTime = Date.now(); var timeElapsed = currentTime - musicStartTime; // Check if current track duration has been reached if (timeElapsed >= trackDuration) { progressToNextTrack(); } } // Spawn blocks if (shouldSpawnBlock()) { spawnBlock(); lastSpawnTime = LK.ticks; } // Check collisions checkCollisions(); };
===================================================================
--- original.js
+++ change.js
@@ -387,9 +387,16 @@
ship.x = 1024;
ship.y = 2400;
// Start background music only in classic mode
if (mode === 'classic') {
- // Start with first track in sequence
+ // Shuffle the playlist for randomized track order
+ for (var i = synthwaveTracks.length - 1; i > 0; i--) {
+ var j = Math.floor(Math.random() * (i + 1));
+ var temp = synthwaveTracks[i];
+ synthwaveTracks[i] = synthwaveTracks[j];
+ synthwaveTracks[j] = temp;
+ }
+ // Start with first track in shuffled sequence
currentMusicTrack = synthwaveTracks[currentTrackIndex];
LK.playMusic(currentMusicTrack);
musicStartTime = Date.now(); // Track when music started
} else {
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