Code edit (13 edits merged)
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Code edit (1 edits merged)
Please save this source code
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Son promtu geri al
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Trackoyun müziğini her orba bölüştür. Comboyla hızlanmayı kaldır. Characterler orba dokundukça çalsın müzik buna göre ayarla bmp yi ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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son promtu geri al
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Even after removing the setTimeout, the background music "trackoyun" still starts with a noticeable delay when the game begins. I suspect this might be due to either: the audio asset not being fully preloaded before LK.playMusic is called, or some async decoding lag. Request: Please ensure "trackoyun" is fully preloaded before the game begins, ideally during the loading phase. Additionally, consider using LK.preloadMusic('trackoyun') if available, or any way to force early decoding of the music so that LK.playMusic('trackoyun') starts instantly right after selection.
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The background music with the ID trackoyun starts too late after the game begins. Please remove the LK.setTimeout delay used before LK.playMusic('trackoyun') in the selectCharacter(type) function. Instead, call the music directly like this: javascript Kopyala Düzenle LK.stopMusic(); LK.playMusic('trackoyun', { volume: 0.9, loop: true }); This will make the background music start immediately without delay when the game starts. The background music with the ID trackoyun starts too late after the game begins. Please remove the LK.setTimeout delay used before LK.playMusic('trackoyun') in the selectCharacter(type) function. Instead, call the music directly like this: javascript Kopyala Düzenle LK.stopMusic(); LK.playMusic('trackoyun', { volume: 0.9, loop: true }); This will make the background music start immediately without delay when the game starts.
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trackoyun music is not playing when after select character and start game please solve
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Replace all references to "bgtrack" with "trackoyun" to update the game's background music. Specifically: In the LK.init.music() section, ensure "trackoyun" is defined properly. In the selectCharacter() function, replace LK.playMusic('bgtrack') with LK.playMusic('trackoyun', { volume: 0.9, loop: true }). Make sure any LK.stopMusic() remains before LK.playMusic() if needed. Test that the new music (trackoyun) starts playing correctly after selecting a character.
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bgtrack not working ....
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Ensure the background music (bgtrack) starts playing correctly when the game begins. Fix any issues where bgtrack fails to play by: Adding LK.stopMusic(); before playing bgtrack Using loop: true and volume: 0.9 in LK.playMusic() Moving LK.playMusic() to a guaranteed execution point like the end of selectCharacter() function Test that bgtrack starts consistently every time the player selects a character and the game state changes to 'playing'.
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Ensure the background music (bgtrack) starts playing correctly when the game begins. Fix any issues where bgtrack fails to play by: Adding LK.stopMusic(); before playing bgtrack Using loop: true and volume: 0.9 in LK.playMusic() Moving LK.playMusic() to a guaranteed execution point like the end of selectCharacter() function Test that bgtrack starts consistently every time the player selects a character and the game state changes to 'playing'.
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bgtrack not working on playing please solve this problem I want to work
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var BeatOrb = Container.expand(function (orbType) { var self = Container.call(this); self.orbType = orbType; self.speed = 4; self.hit = false; var orbGraphics = self.attachAsset(orbType, { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Update speed based on current combo self.speed = getCurrentOrbSpeed(); var speedMultiplier = 1; if (selectedCharacter && selectedCharacter.freezeActive) { speedMultiplier = 0.3; } // Simple fall down movement self.y += self.speed * speedMultiplier; }; return self; }); var Character = Container.expand(function (characterType) { var self = Container.call(this); self.type = characterType; self.abilityReady = true; self.abilityCooldown = 0; self.freezeActive = false; self.freezeTime = 0; self.phaseMode = false; self.phaseModeTime = 0; self.baseY = 0; self.floatOffset = 0; self.animSpeed = 0.05 + Math.random() * 0.03; var characterGraphics = self.attachAsset(characterType, { anchorX: 0.5, anchorY: 0.5 }); self.useAbility = function () { if (!self.abilityReady) { return false; } LK.getSound('ability').play(); if (self.type === 'ninja') { // Phase Mode: Pass through black orbs for 3 seconds self.phaseMode = true; self.phaseModeTime = 3000; // Add glowing effect tween(self, { tint: 0x9932cc }, { duration: 500 }); LK.effects.flashObject(self, 0x9932cc, 3000); } else if (self.type === 'wizard') { // Time Freeze: Slow orbs for 3 seconds self.freezeActive = true; self.freezeTime = 3000; LK.effects.flashObject(self, 0x00ffff, 3000); } else if (self.type === 'swordmaster') { // Clone Ability: Spawn temporary clone that auto-hits orbs spawnSwordmasterClone(); LK.effects.flashObject(self, 0xffd700, 1000); } self.abilityReady = false; self.abilityCooldown = 10000; // 10 second cooldown return true; }; self.update = function () { if (!self.abilityReady) { self.abilityCooldown -= 16; // ~60fps if (self.abilityCooldown <= 0) { self.abilityReady = true; } } if (self.freezeActive) { self.freezeTime -= 16; if (self.freezeTime <= 0) { self.freezeActive = false; } } if (self.phaseMode) { self.phaseModeTime -= 16; if (self.phaseModeTime <= 0) { self.phaseMode = false; // Remove glow effect tween(self, { tint: 0xffffff }, { duration: 500 }); } } // Floating animation for character selection if (gameState === 'classSelection') { self.floatOffset += self.animSpeed; self.y = self.baseY + Math.sin(self.floatOffset) * 20; // Add mystical particle effect for wizard if (self.type === 'wizard' && LK.ticks % 20 === 0) { LK.effects.flashObject(self, 0x4169e1, 400); } // Add shadow dash effect for ninja if (self.type === 'ninja' && LK.ticks % 30 === 0) { LK.effects.flashObject(self, 0x9932cc, 300); } // Add sword gleam for swordmaster if (self.type === 'swordmaster' && LK.ticks % 25 === 0) { LK.effects.flashObject(self, 0xffd700, 350); } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ // Game state var gameState = 'classSelection'; // 'classSelection', 'playing', 'gameOver' var selectedCharacter = null; var score = 0; var combo = 0; var maxCombo = 0; var lives = 3; var comboMode = 0; // Ninja ability counter var dualStrikeActive = false; // Swordmaster ability var swordmasterClone = null; var cloneActiveTime = 0; var songProgress = 0; var songDuration = 120000; // 2 minutes // Orb speed mechanics var baseOrbSpeed = 4; // Base fall speed for orbs // BPM configuration for music synchronization var baseBPM = 120; // Base BPM for the background music var currentBPM = baseBPM; // Current BPM (can be modified dynamically) // Function to calculate current BPM based on combo count function getCurrentBPM() { var bpmBonus = Math.floor(combo / 10) * 5; // +5 BPM for every 10 combo return Math.min(200, baseBPM + bpmBonus); // Cap at 200 BPM } // Function to calculate current orb speed based on combo function getCurrentOrbSpeed() { var speedBonus = Math.floor(combo / 10) * 0.5; // +0.5 speed for every 10 combo return baseOrbSpeed + speedBonus; } // Function to calculate spawn interval based on current BPM function calculateSpawnInterval() { // Update current BPM based on combo currentBPM = getCurrentBPM(); // Convert BPM to milliseconds per beat // 60 seconds = 60000ms, so interval = 60000 / BPM return Math.max(200, 60000 / currentBPM); // Minimum 200ms to prevent overwhelming } // Drag mechanics var isDragging = false; var dragStartX = 0; var dragStartY = 0; var blackOrbHits = 0; // Track black orb hits for game over var missedCount = 0; // Track missed red/green orbs var blackTouchCount = 0; // Track black orb touches // Game objects var orbs = []; var lanes = []; var characters = {}; var targetZone = null; // UI elements var scoreText = null; var comboText = null; var livesText = null; var abilityText = null; var instructionText = null; var ninjaDescText = null; var wizardDescText = null; var swordmasterDescText = null; var titleText = null; // Target position for Beat Saber style var targetY = 2200; var lastSpawnTime = 0; var spawnInterval = calculateSpawnInterval(); // BPM-based spawn interval // Start ambient music for character selection LK.playMusic('ambient', { volume: 0.6 }); // Target zone targetZone = game.addChild(LK.getAsset('targetZone', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2400, alpha: 0.5, width: 2048, height: 300, tint: 0x000080 })); // Create character selection characters.ninja = game.addChild(new Character('ninja')); characters.ninja.x = 1500 * 0.25; characters.ninja.y = 1000; characters.ninja.baseY = 1000; characters.wizard = game.addChild(new Character('wizard')); characters.wizard.x = 2048 * 0.5; characters.wizard.y = 1200; characters.wizard.baseY = 1200; characters.swordmaster = game.addChild(new Character('swordmaster')); characters.swordmaster.x = 2200 * 0.75; characters.swordmaster.y = 1400; characters.swordmaster.baseY = 1400; // UI Setup scoreText = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); LK.gui.topLeft.addChild(scoreText); scoreText.x = 120; scoreText.y = 20; comboText = new Text2('Combo: 0', { size: 50, fill: 0xFFFF00 }); comboText.anchor.set(0.5, 0); LK.gui.top.addChild(comboText); comboText.y = 80; livesText = new Text2('Lives: 3', { size: 50, fill: 0xFF4444 }); livesText.anchor.set(1, 0); LK.gui.topRight.addChild(livesText); livesText.x = -20; livesText.y = 20; abilityText = new Text2('Ability Ready!', { size: 40, fill: 0x00FF00 }); abilityText.anchor.set(0.5, 1); LK.gui.bottom.addChild(abilityText); abilityText.y = -100; // Title text titleText = new Text2('RHYTHM WARRIORS\nBeat Battle Arena', { size: 80, fill: 0xFFD700 }); titleText.anchor.set(0.5, 0); LK.gui.top.addChild(titleText); titleText.y = 200; // Character descriptions ninjaDescText = new Text2('⚫ SHADOW NINJA\n"Strike with silence. Dance in shadow."\nAbility: Pass through black orbs for 3 seconds', { size: 35, fill: 0x9932cc }); ninjaDescText.anchor.set(0.5, 0); game.addChild(ninjaDescText); ninjaDescText.x = 1850 * 0.25; ninjaDescText.y = 1200; wizardDescText = new Text2('🔵 BLUE MAGE\n"Slow the rhythm, control the chaos."\nAbility: Ice Freeze slows orbs', { size: 35, fill: 0x4169e1 }); wizardDescText.anchor.set(0.5, 0); game.addChild(wizardDescText); wizardDescText.x = 2048 * 0.5; wizardDescText.y = 1400; swordmasterDescText = new Text2('⚔️ DUAL BLADE SWORDMASTER\n"Two blades. One rhythm."\nAbility: Creat Ai clon ', { size: 35, fill: 0x8b4513 }); swordmasterDescText.anchor.set(0.5, 0); game.addChild(swordmasterDescText); swordmasterDescText.x = 2150 * 0.75; swordmasterDescText.y = 1600; instructionText = new Text2('TAP A CHARACTER TO BEGIN', { size: 50, fill: 0xFFFFFF }); instructionText.anchor.set(0.5, 1); LK.gui.bottom.addChild(instructionText); instructionText.y = -50; // Add move handler for dragging game.move = function (x, y, obj) { if (gameState === 'playing' && isDragging && selectedCharacter) { // Constrain character movement to targetZone bounds var targetLeft = targetZone.x - targetZone.width / 2; var targetRight = targetZone.x + targetZone.width / 2; var targetTop = targetZone.y - targetZone.height / 2; var targetBottom = targetZone.y + targetZone.height / 2; // Keep character within targetZone selectedCharacter.x = Math.max(targetLeft + 60, Math.min(targetRight - 60, x)); selectedCharacter.y = Math.max(targetTop + 60, Math.min(targetBottom - 60, y)); } }; // Input handling game.down = function (x, y, obj) { if (gameState === 'classSelection') { // Check character selection using bounds checking var ninjaLeft = characters.ninja.x - 60; var ninjaRight = characters.ninja.x + 60; var ninjaTop = characters.ninja.y - 60; var ninjaBottom = characters.ninja.y + 60; if (x >= ninjaLeft && x <= ninjaRight && y >= ninjaTop && y <= ninjaBottom) { selectCharacter('ninja'); } else { var wizardLeft = characters.wizard.x - 60; var wizardRight = characters.wizard.x + 60; var wizardTop = characters.wizard.y - 60; var wizardBottom = characters.wizard.y + 60; if (x >= wizardLeft && x <= wizardRight && y >= wizardTop && y <= wizardBottom) { selectCharacter('wizard'); } else { var swordmasterLeft = characters.swordmaster.x - 60; var swordmasterRight = characters.swordmaster.x + 60; var swordmasterTop = characters.swordmaster.y - 60; var swordmasterBottom = characters.swordmaster.y + 60; if (x >= swordmasterLeft && x <= swordmasterRight && y >= swordmasterTop && y <= swordmasterBottom) { selectCharacter('swordmaster'); } } } } else if (gameState === 'playing') { // Check if tapping on character var charLeft = selectedCharacter.x - 60; var charRight = selectedCharacter.x + 60; var charTop = selectedCharacter.y - 60; var charBottom = selectedCharacter.y + 60; if (x >= charLeft && x <= charRight && y >= charTop && y <= charBottom) { // Start dragging isDragging = true; dragStartX = x; dragStartY = y; } else { // Check if tap is within targetZone bounds for orb hits (fallback for non-drag gameplay) var targetLeft = targetZone.x - targetZone.width / 2; var targetRight = targetZone.x + targetZone.width / 2; var targetTop = targetZone.y - targetZone.height / 2; var targetBottom = targetZone.y + targetZone.height / 2; if (x >= targetLeft && x <= targetRight && y >= targetTop && y <= targetBottom) { // Determine hit type based on tap position (Beat Saber style) var hitType = x < 2048 * 0.5 ? 'red' : 'green'; handleOrbHit(x, y, hitType); } } } }; // Handle touch/mouse release game.up = function (x, y, obj) { if (gameState === 'playing' && isDragging) { isDragging = false; // Check if this was a tap (minimal movement) for ability activation var moveDistance = Math.sqrt(Math.pow(x - dragStartX, 2) + Math.pow(y - dragStartY, 2)); if (moveDistance < 30) { // Minimal movement threshold // This was a tap, not a drag - trigger ability if (selectedCharacter && selectedCharacter.abilityReady) { selectedCharacter.useAbility(); updateAbilityText(); } } } }; function selectCharacter(type) { selectedCharacter = characters[type]; gameState = 'playing'; // Hide character descriptions and selection UI titleText.visible = false; ninjaDescText.visible = false; wizardDescText.visible = false; swordmasterDescText.visible = false; instructionText.visible = false; // Hide unselected characters for (var charType in characters) { if (charType !== type) { characters[charType].visible = false; } } // Position selected character in targetZone selectedCharacter.x = 2048 / 2; selectedCharacter.y = targetZone.y; // Character-specific selection effects if (type === 'ninja') { LK.effects.flashScreen(0x9932cc, 800); } else if (type === 'wizard') { LK.effects.flashScreen(0x4169e1, 800); } else if (type === 'swordmaster') { LK.effects.flashScreen(0xffd700, 800); } // Start music and orb spawning LK.stopMusic(); // Stop any currently playing music // Small delay to ensure music stops before starting new track LK.setTimeout(function () { LK.playMusic('bgtrack', { volume: 0.9, loop: true }); }, 100); } function checkCharacterOrbCollisions() { if (!selectedCharacter || gameState !== 'playing') { return; } // Check collision with each orb for (var i = orbs.length - 1; i >= 0; i--) { var orb = orbs[i]; if (orb.hit) { continue; } // Check if orb is within targetZone var targetLeft = targetZone.x - targetZone.width / 2; var targetRight = targetZone.x + targetZone.width / 2; var targetTop = targetZone.y - targetZone.height / 2; var targetBottom = targetZone.y + targetZone.height / 2; var orbInZone = orb.x >= targetLeft && orb.x <= targetRight && orb.y >= targetTop && orb.y <= targetBottom; if (orbInZone) { // Check collision with character (simple distance check) var dx = orb.x - selectedCharacter.x; var dy = orb.y - selectedCharacter.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 80) { // Collision threshold if (orb.orbType === 'blackBomb') { // Check if ninja is in phase mode if (selectedCharacter.type === 'ninja' && selectedCharacter.phaseMode) { // Phase through black orb without penalty orb.hit = true; LK.effects.flashObject(selectedCharacter, 0x9932cc, 200); } else { // Normal black orb collision blackTouchCount++; combo = 0; // Reset combo on black orb hit currentBPM = baseBPM; // Reset BPM to base when combo breaks spawnInterval = calculateSpawnInterval(); // Update spawn interval if (blackTouchCount >= 5) { // Fifth black orb touch - game over LK.getSound('bomb').play(); LK.effects.flashScreen(0xff0000, 500); endGame(); return; } else { // Black orb touch - visual feedback LK.getSound('bomb').play(); LK.effects.flashScreen(0xff0000, 200); orb.hit = true; } } } else { // Hit red or green orb - always successful when touching character var points = 100; if (comboMode > 0) { comboMode--; points *= 2; // Ninja bonus } if (dualStrikeActive) { points *= 2; // Swordmaster bonus dualStrikeActive = false; } combo++; if (combo > maxCombo) { maxCombo = combo; } // Update BPM and spawn interval based on new combo currentBPM = getCurrentBPM(); spawnInterval = calculateSpawnInterval(); points *= Math.min(combo, 10); score += points; if (orb.orbType === 'redOrb') { LK.getSound('hitr').play(); } else { LK.getSound('hit').play(); } // Visual feedback var hitColor = orb.orbType === 'redOrb' ? 0xff4444 : 0x44ff44; LK.effects.flashScreen(hitColor, 150); tween(orb, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 300 }); orb.hit = true; updateUI(); } } } } } function handleOrbHit(tapX, tapY, expectedType) { var hitOrb = null; var bestDistance = Infinity; // Find closest orb near tap position within targetZone (Beat Saber style) for (var i = 0; i < orbs.length; i++) { var orb = orbs[i]; if (!orb.hit) { // Check if orb is within targetZone bounds var targetLeft = targetZone.x - targetZone.width / 2; var targetRight = targetZone.x + targetZone.width / 2; var targetTop = targetZone.y - targetZone.height / 2; var targetBottom = targetZone.y + targetZone.height / 2; var orbInZone = orb.x >= targetLeft && orb.x <= targetRight && orb.y >= targetTop && orb.y <= targetBottom; if (orbInZone) { var dx = orb.x - tapX; var dy = orb.y - tapY; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 120 && distance < bestDistance) { hitOrb = orb; bestDistance = distance; } } } } if (hitOrb) { if (hitOrb.orbType === 'blackBomb') { // Hit a bomb - lose life lives--; combo = 0; currentBPM = baseBPM; // Reset BPM to base when combo breaks spawnInterval = calculateSpawnInterval(); // Update spawn interval LK.getSound('bomb').play(); LK.effects.flashScreen(0xff0000, 300); hitOrb.hit = true; if (lives <= 0) { endGame(); return; } } else if (hitOrb.orbType === 'redOrb' && expectedType === 'red' || hitOrb.orbType === 'greenOrb' && expectedType === 'green' || comboMode > 0) { // Successful hit var points = 100; if (comboMode > 0) { comboMode--; points *= 2; // Ninja bonus } if (dualStrikeActive) { points *= 2; // Swordmaster bonus dualStrikeActive = false; } combo++; if (combo > maxCombo) { maxCombo = combo; } // Update BPM and spawn interval based on new combo currentBPM = getCurrentBPM(); spawnInterval = calculateSpawnInterval(); // Combo multiplier points *= Math.min(combo, 10); score += points; if (hitOrb.orbType === 'redOrb') { LK.getSound('hitr').play(); } else { LK.getSound('hit').play(); } // Enhanced visual feedback for Beat Saber style var hitColor = hitOrb.orbType === 'redOrb' ? 0xff4444 : 0x44ff44; LK.effects.flashScreen(hitColor, 150); tween(hitOrb, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 300 }); hitOrb.hit = true; } else { // Wrong color hit combo = 0; currentBPM = baseBPM; // Reset BPM to base when combo breaks spawnInterval = calculateSpawnInterval(); // Update spawn interval LK.getSound('miss').play(); } } else { // Missed - no orb in range combo = 0; currentBPM = baseBPM; // Reset BPM to base when combo breaks spawnInterval = calculateSpawnInterval(); // Update spawn interval LK.getSound('miss').play(); } updateUI(); } function spawnSwordmasterClone() { if (swordmasterClone) { return; } // Only one clone at a time swordmasterClone = game.addChild(LK.getAsset('swordmaster', { anchorX: 0.5, anchorY: 0.5, x: selectedCharacter.x + 150, y: selectedCharacter.y, alpha: 0.7 })); cloneActiveTime = 2000; // 2 seconds // Add AI properties to clone swordmasterClone.speed = 8; swordmasterClone.targetOrb = null; swordmasterClone.lastAutoHitTime = 0; // Flash effect for clone spawn LK.effects.flashObject(swordmasterClone, 0xffd700, 300); } function spawnOrb() { var orbTypes = ['redOrb', 'greenOrb', 'blackBomb']; var weights = [0.4, 0.4, 0.2]; // 40% red, 40% green, 20% bomb var rand = Math.random(); var orbType = 'redOrb'; if (rand < weights[0]) { orbType = 'redOrb'; } else if (rand < weights[0] + weights[1]) { orbType = 'greenOrb'; } else { orbType = 'blackBomb'; } var orb = new BeatOrb(orbType); // Spawn from random position at top of screen orb.x = 400 + Math.random() * 1248; // Random X within safe bounds orb.y = -100; // Start above screen orbs.push(orb); game.addChild(orb); // Add spawn effect LK.effects.flashObject(orb, 0xffffff, 200); } function updateCloneAI() { if (!swordmasterClone) { return; } // Find nearest red or green orb within targetZone var nearestOrb = null; var nearestDistance = Infinity; var targetLeft = targetZone.x - targetZone.width / 2; var targetRight = targetZone.x + targetZone.width / 2; var targetTop = targetZone.y - targetZone.height / 2; var targetBottom = targetZone.y + targetZone.height / 2; for (var i = 0; i < orbs.length; i++) { var orb = orbs[i]; if (!orb.hit && (orb.orbType === 'redOrb' || orb.orbType === 'greenOrb')) { // Check if orb is within targetZone var orbInZone = orb.x >= targetLeft && orb.x <= targetRight && orb.y >= targetTop && orb.y <= targetBottom; if (orbInZone) { var dx = orb.x - swordmasterClone.x; var dy = orb.y - swordmasterClone.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestOrb = orb; nearestDistance = distance; } } } } // Move toward nearest orb if (nearestOrb) { var dx = nearestOrb.x - swordmasterClone.x; var dy = nearestOrb.y - swordmasterClone.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { // Normalize direction and apply speed var moveX = dx / distance * swordmasterClone.speed; var moveY = dy / distance * swordmasterClone.speed; // Update clone position var newX = swordmasterClone.x + moveX; var newY = swordmasterClone.y + moveY; // Constrain to targetZone bounds swordmasterClone.x = Math.max(targetLeft + 60, Math.min(targetRight - 60, newX)); swordmasterClone.y = Math.max(targetTop + 60, Math.min(targetBottom - 60, newY)); } } } function autoHitOrbWithClone() { if (!swordmasterClone) { return; } // Find closest non-bomb orb within range to auto-hit var closestOrb = null; var closestDistance = Infinity; for (var i = 0; i < orbs.length; i++) { var orb = orbs[i]; if (!orb.hit && orb.orbType !== 'blackBomb') { // Check if orb is within targetZone bounds var targetLeft = targetZone.x - targetZone.width / 2; var targetRight = targetZone.x + targetZone.width / 2; var targetTop = targetZone.y - targetZone.height / 2; var targetBottom = targetZone.y + targetZone.height / 2; var orbInZone = orb.x >= targetLeft && orb.x <= targetRight && orb.y >= targetTop && orb.y <= targetBottom; if (orbInZone) { var dx = orb.x - swordmasterClone.x; var dy = orb.y - swordmasterClone.y; var distance = Math.sqrt(dx * dx + dy * dy); // Only target orbs within range (distance < 100) if (distance < 100 && distance < closestDistance) { closestOrb = orb; closestDistance = distance; } } } } // Auto-hit the closest orb in range if (closestOrb) { var points = 150; // Clone hits give bonus points combo++; if (combo > maxCombo) { maxCombo = combo; } // Update BPM and spawn interval based on new combo currentBPM = getCurrentBPM(); spawnInterval = calculateSpawnInterval(); points *= Math.min(combo, 10); score += points; if (closestOrb.orbType === 'redOrb') { LK.getSound('hitr').play(); } else { LK.getSound('hit').play(); } // Visual feedback var hitColor = closestOrb.orbType === 'redOrb' ? 0xff4444 : 0x44ff44; LK.effects.flashScreen(hitColor, 100); tween(closestOrb, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 300 }); closestOrb.hit = true; updateUI(); } } function updateUI() { scoreText.setText('Score: ' + score); comboText.setText('Combo: ' + combo); livesText.setText('Missed: ' + missedCount + '/5 | Black: ' + blackTouchCount + '/5'); LK.setScore(score); } function updateAbilityText() { if (!selectedCharacter) { return; } if (selectedCharacter.abilityReady) { abilityText.setText('Ability Ready!'); abilityText.tint = 0x00ff00; } else { var cooldownSeconds = Math.ceil(selectedCharacter.abilityCooldown / 1000); abilityText.setText('Ability: ' + cooldownSeconds + 's'); abilityText.tint = 0xff4444; } } function gameOver() { gameState = 'gameOver'; LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } function endGame() { gameState = 'gameOver'; // Save high score var highScore = storage.highScore || 0; if (score > highScore) { storage.highScore = score; } // Save stats storage.gamesPlayed = (storage.gamesPlayed || 0) + 1; if (maxCombo > (storage.maxCombo || 0)) { storage.maxCombo = maxCombo; } LK.showGameOver(); } function checkWinCondition() { if (songProgress >= songDuration) { // Survived the full song! var bonusScore = lives * 1000 + maxCombo * 100; score += bonusScore; LK.setScore(score); // Save completion storage.songsCompleted = (storage.songsCompleted || 0) + 1; LK.showYouWin(); } } // Ensure bgtrack music is available and ready LK.setTimeout(function () { if (gameState === 'playing' && selectedCharacter) { // Double-check that bgtrack is playing during gameplay LK.playMusic('bgtrack', { volume: 0.9, loop: true }); } }, 500); // Main game update loop game.update = function () { if (gameState !== 'playing') { return; } songProgress += 16; // ~60fps // Update character abilities if (selectedCharacter) { selectedCharacter.update(); updateAbilityText(); } // Check character-orb collisions checkCharacterOrbCollisions(); // Update swordmaster clone if (swordmasterClone && cloneActiveTime > 0) { cloneActiveTime -= 16; // ~60fps // Update clone AI movement updateCloneAI(); // Clone auto-hits orbs every 100ms var currentTime = Date.now(); if (currentTime - swordmasterClone.lastAutoHitTime > 100) { autoHitOrbWithClone(); swordmasterClone.lastAutoHitTime = currentTime; } // Remove clone when time expires if (cloneActiveTime <= 0) { tween(swordmasterClone, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 300, onFinish: function onFinish() { if (swordmasterClone) { swordmasterClone.destroy(); swordmasterClone = null; } } }); } } // Spawn orbs based on BPM timing (Beat Saber style) var currentTime = Date.now(); if (currentTime - lastSpawnTime > spawnInterval) { spawnOrb(); lastSpawnTime = currentTime; // Update spawn interval based on current combo-adjusted BPM spawnInterval = calculateSpawnInterval(); } // Update orbs for (var i = orbs.length - 1; i >= 0; i--) { var orb = orbs[i]; // Remove hit orbs after animation if (orb.hit) { orb.alpha -= 0.1; if (orb.alpha <= 0) { orb.destroy(); orbs.splice(i, 1); } continue; } // Check if orb passed the targetZone (missed) var targetBottom = targetZone.y + targetZone.height / 2; if (orb.y > targetBottom + 50) { if (orb.orbType === 'blackBomb') { // Bomb passed through - no penalty for missing bombs } else { // Missed a good orb missedCount++; combo = 0; currentBPM = baseBPM; // Reset BPM to base when combo breaks spawnInterval = calculateSpawnInterval(); // Update spawn interval LK.getSound('miss').play(); // Check if missed 5 orbs if (missedCount >= 5) { endGame(); return; } } orb.destroy(); orbs.splice(i, 1); updateUI(); continue; } } // Check win condition checkWinCondition(); };
===================================================================
--- original.js
+++ change.js
@@ -399,12 +399,15 @@
LK.effects.flashScreen(0xffd700, 800);
}
// Start music and orb spawning
LK.stopMusic(); // Stop any currently playing music
- LK.playMusic('bgtrack', {
- volume: 0.9,
- loop: true
- });
+ // Small delay to ensure music stops before starting new track
+ LK.setTimeout(function () {
+ LK.playMusic('bgtrack', {
+ volume: 0.9,
+ loop: true
+ });
+ }, 100);
}
function checkCharacterOrbCollisions() {
if (!selectedCharacter || gameState !== 'playing') {
return;
@@ -778,8 +781,18 @@
storage.songsCompleted = (storage.songsCompleted || 0) + 1;
LK.showYouWin();
}
}
+// Ensure bgtrack music is available and ready
+LK.setTimeout(function () {
+ if (gameState === 'playing' && selectedCharacter) {
+ // Double-check that bgtrack is playing during gameplay
+ LK.playMusic('bgtrack', {
+ volume: 0.9,
+ loop: true
+ });
+ }
+}, 500);
// Main game update loop
game.update = function () {
if (gameState !== 'playing') {
return;
A ninja wearing tight black clothes, purple scarf, masked face, white skin, glowing purple eyes, slim and agile body, simple background, front-facing character with no background, standing pose, 2D game character. In-Game asset. 2d. High contrast. No shadows
A white-clothed male samurai with torn clothes, long gray hair tied back, pale skin, red belt on his waist, holding two swords, standing confidently, simple pose, no background, front-facing, 2D game character. In-Game asset. 2d. High contrast. No shadows
A female mage with pale skin, long white hair, wearing a long blue robe and a pointed blue hat, holding a glowing icy staff with a blue crystal, snowflake patterns on robe, cold expression, simple background, front-facing, no background, 2D game character. In-Game asset. 2d. High contrast. No shadows
Green goblin without backround. In-Game asset. 2d. High contrast. No shadows
Red wild monster. In-Game asset. 2d. High contrast. No shadows
Black monster , white eyes looks like bomb. In-Game asset. 2d. High contrast. No shadows