User prompt
daha büyük olsun
User prompt
ekrana gelen harfler ve rakamlar beyaz olsun
User prompt
1 2 3 4 5 düğmeleri daha büyük ve aralarında boşluk olsun
User prompt
karışık gelsin ve ekranda daha uzun süre dursun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
3 yanlış hakkı olsun
User prompt
ekranda 4 değil 3 saniye görünsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
yandıktan sonra ekranın herhangi bir yerine tıklayınca play again olsun
User prompt
sadece 2 hata hakkı bulunsun
User prompt
ekrana karışık gelen rakam ve harfler ekranda en az 4 saniye görünsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ekranda 3 saniye görünsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
daha hızlı gelsin ama ekranda 3 saniye dursun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ekranda daha uzun süre dursun
User prompt
daha yavaş belirsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
arada 3 saniye olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
sayılar ve rakamlar 3 saniye sırayla gelsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
daha yavaş çıksın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
daha yavaş çıksın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
sayılar ve b r g harfleri 2 saniyede bir çıksın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
düğmelere basma kaçırılınca da wrong sound çalsın
User prompt
doğru tuşlara basınca bateri sesi çıksın yanlışa basınca kötü bir ses
User prompt
dansçıları çoğalt ve aralarına boşluk ekle
User prompt
masanın oradaki dansçıları kaldır yukarıda dursunlar
User prompt
dansçılar üst kısımda alt alta dursun
User prompt
arkaya ışık ve konfeti ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
yarısı aşşağıda dursun
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var DJButton = Container.expand(function (buttonType, value) { var self = Container.call(this); var buttonGraphics; if (buttonType === 'number') { buttonGraphics = self.attachAsset('numberButton', { anchorX: 0.5, anchorY: 0.5 }); } else if (buttonType === 'blue') { buttonGraphics = self.attachAsset('blueButton', { anchorX: 0.5, anchorY: 0.5 }); } else if (buttonType === 'red') { buttonGraphics = self.attachAsset('redButton', { anchorX: 0.5, anchorY: 0.5 }); } else if (buttonType === 'green') { buttonGraphics = self.attachAsset('greenButton', { anchorX: 0.5, anchorY: 0.5 }); } var buttonText = new Text2(value.toString(), { size: 40, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.buttonType = buttonType; self.value = value; self.isPressed = false; self.press = function () { if (!self.isPressed) { self.isPressed = true; tween(buttonGraphics, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, onFinish: function onFinish() { tween(buttonGraphics, { scaleX: 1, scaleY: 1 }, { duration: 100, onFinish: function onFinish() { self.isPressed = false; } }); } }); } }; self.down = function (x, y, obj) { self.press(); game.handleButtonPress(self.buttonType, self.value); }; return self; }); var Dancer = Container.expand(function () { var self = Container.call(this); var dancerGraphics = self.attachAsset('dancer', { anchorX: 0.5, anchorY: 1 }); self.state = 'neutral'; // neutral, happy, angry self.isAnimating = false; self.setHappy = function () { if (self.state !== 'happy') { self.state = 'happy'; dancerGraphics.tint = 0xffaa00; self.startDanceAnimation(); } }; self.setAngry = function () { if (self.state !== 'angry') { self.state = 'angry'; dancerGraphics.tint = 0x990000; self.stopDanceAnimation(); } }; self.setNeutral = function () { self.state = 'neutral'; dancerGraphics.tint = 0xff6600; self.stopDanceAnimation(); }; self.startDanceAnimation = function () { if (!self.isAnimating) { self.isAnimating = true; self.danceLoop(); } }; self.stopDanceAnimation = function () { self.isAnimating = false; tween.stop(self, { scaleX: true, scaleY: true, rotation: true }); self.scaleX = 1; self.scaleY = 1; self.rotation = 0; }; self.danceLoop = function () { if (!self.isAnimating) return; tween(self, { scaleX: 1.1, scaleY: 0.9, rotation: 0.1 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { if (!self.isAnimating) return; tween(self, { scaleX: 0.9, scaleY: 1.1, rotation: -0.1 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { if (!self.isAnimating) return; tween(self, { scaleX: 1, scaleY: 1, rotation: 0 }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { self.danceLoop(); } }); } }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x220044 }); /**** * Game Code ****/ // Sounds // Musical note decoration // Dancers // Buttons // DJ Console and decorative elements // Game variables var dancers = []; var djButtons = []; var currentPrompt = null; var promptSequence = []; var gameSpeed = 2000; // ms between prompts var consecutiveCorrect = 0; var maxMistakes = 5; var currentMistakes = 0; var isGameActive = true; // UI elements var scoreText = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); var mistakesText = new Text2('Mistakes: 0/5', { size: 40, fill: 0xFF4444 }); mistakesText.anchor.set(1, 0); mistakesText.x = LK.gui.topRight.x - 20; mistakesText.y = 20; LK.gui.topRight.addChild(mistakesText); // Create DJ table var djTable = game.addChild(LK.getAsset('djTable', { anchorX: 0.5, anchorY: 1, x: 1024, y: 2200 })); // Add white stripes to DJ table for (var i = 0; i < 4; i++) { var stripe = djTable.addChild(LK.getAsset('whiteStripe', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -400 + i * 120 })); } // Create green screen var greenScreen = djTable.addChild(LK.getAsset('greenScreen', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 200 })); greenScreen.tint = 0xffffff; // White color var promptText = new Text2('', { size: 80, fill: 0x000000 }); promptText.anchor.set(0.5, 0.5); promptText.alpha = 0; // Start hidden greenScreen.addChild(promptText); // Add decorative knobs for (var i = 0; i < 6; i++) { var knob = djTable.addChild(LK.getAsset('knob', { anchorX: 0.5, anchorY: 0.5, x: -600 + i * 120, y: -450 })); } // Add piano keys for (var i = 0; i < 12; i++) { var key = djTable.addChild(LK.getAsset('key', { anchorX: 0.5, anchorY: 0.5, x: -300 + i * 35, y: -150 })); } // Add headphones var headphones = djTable.addChild(LK.getAsset('headphones', { anchorX: 0.5, anchorY: 0.5, x: -750, y: -350 })); // Add musical notes decoration for (var i = 0; i < 8; i++) { var note = djTable.addChild(LK.getAsset('musicalNote', { anchorX: 0.5, anchorY: 0.5, x: -800 + i * 80, y: -100 })); } // Create numbered buttons (1-5) in two rows: 1,2,3 on top, 4,5 on bottom for (var i = 1; i <= 5; i++) { var numberButton = new DJButton('number', i); if (i <= 3) { // Top row: buttons 1, 2, 3 numberButton.x = djTable.x + 300 + (i - 1) * 120; numberButton.y = djTable.y - 320; } else { // Bottom row: buttons 4, 5 numberButton.x = djTable.x + 360 + (i - 4) * 120; numberButton.y = djTable.y - 200; } game.addChild(numberButton); djButtons.push(numberButton); } // Create colored buttons var colorButtons = [{ type: 'blue', color: 'B' }, { type: 'red', color: 'R' }, { type: 'green', color: 'G' }]; for (var i = 0; i < colorButtons.length; i++) { var colorButton = new DJButton(colorButtons[i].type, colorButtons[i].color); colorButton.x = djTable.x - 450 + i * 180; colorButton.y = djTable.y - 220; game.addChild(colorButton); djButtons.push(colorButton); } // Create dancers for (var i = 0; i < 15; i++) { var dancer = new Dancer(); dancer.x = 100 + i * 130; // Place half of the dancers at the bottom of the screen if (i >= 7) { dancer.y = 2400; // Bottom position } else { dancer.y = 800; // Original top position } game.addChild(dancer); dancers.push(dancer); } // Generate prompt from predefined sequence var level1Sequence = ['B', 'R', 'G', '1', '2', '3', '4', '5']; var sequenceIndex = 0; function generatePrompt() { // Shuffle and pick random element from sequence var shuffledSequence = level1Sequence.slice(); for (var i = shuffledSequence.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = shuffledSequence[i]; shuffledSequence[i] = shuffledSequence[j]; shuffledSequence[j] = temp; } return shuffledSequence[0]; } // Show new prompt function showPrompt() { if (!isGameActive) return; currentPrompt = generatePrompt(); promptText.setText(currentPrompt); // Make prompt text visible and animate it sliding through the screen promptText.alpha = 1; promptText.x = -greenScreen.width / 2 - 100; // Start from left side outside screen promptText.y = 0; // Center vertically // Animate text sliding from left to right through the green screen tween(promptText, { x: greenScreen.width / 2 + 100 // End at right side outside screen }, { duration: 1000, easing: tween.linear, onFinish: function onFinish() { // After animation, reset position and hide text promptText.x = 0; promptText.alpha = 0; } }); // Flash screen effect tween(greenScreen, { tint: 0xffffff }, { duration: 100, onFinish: function onFinish() { tween(greenScreen, { tint: 0xffffff }, { duration: 100, onFinish: function onFinish() { greenScreen.tint = 0xffffff; } }); } }); } // Handle button press game.handleButtonPress = function (buttonType, value) { if (!isGameActive || !currentPrompt) return; var isCorrect = false; if (buttonType === 'number' && currentPrompt === value.toString()) { isCorrect = true; } else if (buttonType === 'blue' && currentPrompt === 'B') { isCorrect = true; } else if (buttonType === 'red' && currentPrompt === 'R') { isCorrect = true; } else if (buttonType === 'green' && currentPrompt === 'G') { isCorrect = true; } if (isCorrect) { LK.getSound('correctSound').play(); LK.setScore(LK.getScore() + 10); consecutiveCorrect++; // Make dancers happy for (var i = 0; i < dancers.length; i++) { dancers[i].setHappy(); } // Increase speed every 5 correct answers if (consecutiveCorrect % 5 === 0) { gameSpeed = Math.max(800, gameSpeed - 200); } } else { LK.getSound('wrongSound').play(); currentMistakes++; consecutiveCorrect = 0; // Make dancers angry for (var i = 0; i < dancers.length; i++) { dancers[i].setAngry(); } // Check game over if (currentMistakes >= maxMistakes) { isGameActive = false; LK.showGameOver(); return; } } // Update UI scoreText.setText('Score: ' + LK.getScore()); mistakesText.setText('Mistakes: ' + currentMistakes + '/' + maxMistakes); // Clear current prompt currentPrompt = null; promptText.setText(''); // Reset dancers to neutral after a delay LK.setTimeout(function () { if (isGameActive) { for (var i = 0; i < dancers.length; i++) { dancers[i].setNeutral(); } } }, 1000); }; // Game timer for prompts var promptTimer = LK.setInterval(function () { showPrompt(); }, 2000); // Start the game LK.playMusic('gameMusic'); LK.setTimeout(function () { showPrompt(); }, 2000); game.update = function () { // Game logic handled by timers and events };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var DJButton = Container.expand(function (buttonType, value) {
var self = Container.call(this);
var buttonGraphics;
if (buttonType === 'number') {
buttonGraphics = self.attachAsset('numberButton', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (buttonType === 'blue') {
buttonGraphics = self.attachAsset('blueButton', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (buttonType === 'red') {
buttonGraphics = self.attachAsset('redButton', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (buttonType === 'green') {
buttonGraphics = self.attachAsset('greenButton', {
anchorX: 0.5,
anchorY: 0.5
});
}
var buttonText = new Text2(value.toString(), {
size: 40,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.buttonType = buttonType;
self.value = value;
self.isPressed = false;
self.press = function () {
if (!self.isPressed) {
self.isPressed = true;
tween(buttonGraphics, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100,
onFinish: function onFinish() {
tween(buttonGraphics, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
onFinish: function onFinish() {
self.isPressed = false;
}
});
}
});
}
};
self.down = function (x, y, obj) {
self.press();
game.handleButtonPress(self.buttonType, self.value);
};
return self;
});
var Dancer = Container.expand(function () {
var self = Container.call(this);
var dancerGraphics = self.attachAsset('dancer', {
anchorX: 0.5,
anchorY: 1
});
self.state = 'neutral'; // neutral, happy, angry
self.isAnimating = false;
self.setHappy = function () {
if (self.state !== 'happy') {
self.state = 'happy';
dancerGraphics.tint = 0xffaa00;
self.startDanceAnimation();
}
};
self.setAngry = function () {
if (self.state !== 'angry') {
self.state = 'angry';
dancerGraphics.tint = 0x990000;
self.stopDanceAnimation();
}
};
self.setNeutral = function () {
self.state = 'neutral';
dancerGraphics.tint = 0xff6600;
self.stopDanceAnimation();
};
self.startDanceAnimation = function () {
if (!self.isAnimating) {
self.isAnimating = true;
self.danceLoop();
}
};
self.stopDanceAnimation = function () {
self.isAnimating = false;
tween.stop(self, {
scaleX: true,
scaleY: true,
rotation: true
});
self.scaleX = 1;
self.scaleY = 1;
self.rotation = 0;
};
self.danceLoop = function () {
if (!self.isAnimating) return;
tween(self, {
scaleX: 1.1,
scaleY: 0.9,
rotation: 0.1
}, {
duration: 300,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (!self.isAnimating) return;
tween(self, {
scaleX: 0.9,
scaleY: 1.1,
rotation: -0.1
}, {
duration: 300,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (!self.isAnimating) return;
tween(self, {
scaleX: 1,
scaleY: 1,
rotation: 0
}, {
duration: 200,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.danceLoop();
}
});
}
});
}
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x220044
});
/****
* Game Code
****/
// Sounds
// Musical note decoration
// Dancers
// Buttons
// DJ Console and decorative elements
// Game variables
var dancers = [];
var djButtons = [];
var currentPrompt = null;
var promptSequence = [];
var gameSpeed = 2000; // ms between prompts
var consecutiveCorrect = 0;
var maxMistakes = 5;
var currentMistakes = 0;
var isGameActive = true;
// UI elements
var scoreText = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
var mistakesText = new Text2('Mistakes: 0/5', {
size: 40,
fill: 0xFF4444
});
mistakesText.anchor.set(1, 0);
mistakesText.x = LK.gui.topRight.x - 20;
mistakesText.y = 20;
LK.gui.topRight.addChild(mistakesText);
// Create DJ table
var djTable = game.addChild(LK.getAsset('djTable', {
anchorX: 0.5,
anchorY: 1,
x: 1024,
y: 2200
}));
// Add white stripes to DJ table
for (var i = 0; i < 4; i++) {
var stripe = djTable.addChild(LK.getAsset('whiteStripe', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -400 + i * 120
}));
}
// Create green screen
var greenScreen = djTable.addChild(LK.getAsset('greenScreen', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 200
}));
greenScreen.tint = 0xffffff; // White color
var promptText = new Text2('', {
size: 80,
fill: 0x000000
});
promptText.anchor.set(0.5, 0.5);
promptText.alpha = 0; // Start hidden
greenScreen.addChild(promptText);
// Add decorative knobs
for (var i = 0; i < 6; i++) {
var knob = djTable.addChild(LK.getAsset('knob', {
anchorX: 0.5,
anchorY: 0.5,
x: -600 + i * 120,
y: -450
}));
}
// Add piano keys
for (var i = 0; i < 12; i++) {
var key = djTable.addChild(LK.getAsset('key', {
anchorX: 0.5,
anchorY: 0.5,
x: -300 + i * 35,
y: -150
}));
}
// Add headphones
var headphones = djTable.addChild(LK.getAsset('headphones', {
anchorX: 0.5,
anchorY: 0.5,
x: -750,
y: -350
}));
// Add musical notes decoration
for (var i = 0; i < 8; i++) {
var note = djTable.addChild(LK.getAsset('musicalNote', {
anchorX: 0.5,
anchorY: 0.5,
x: -800 + i * 80,
y: -100
}));
}
// Create numbered buttons (1-5) in two rows: 1,2,3 on top, 4,5 on bottom
for (var i = 1; i <= 5; i++) {
var numberButton = new DJButton('number', i);
if (i <= 3) {
// Top row: buttons 1, 2, 3
numberButton.x = djTable.x + 300 + (i - 1) * 120;
numberButton.y = djTable.y - 320;
} else {
// Bottom row: buttons 4, 5
numberButton.x = djTable.x + 360 + (i - 4) * 120;
numberButton.y = djTable.y - 200;
}
game.addChild(numberButton);
djButtons.push(numberButton);
}
// Create colored buttons
var colorButtons = [{
type: 'blue',
color: 'B'
}, {
type: 'red',
color: 'R'
}, {
type: 'green',
color: 'G'
}];
for (var i = 0; i < colorButtons.length; i++) {
var colorButton = new DJButton(colorButtons[i].type, colorButtons[i].color);
colorButton.x = djTable.x - 450 + i * 180;
colorButton.y = djTable.y - 220;
game.addChild(colorButton);
djButtons.push(colorButton);
}
// Create dancers
for (var i = 0; i < 15; i++) {
var dancer = new Dancer();
dancer.x = 100 + i * 130;
// Place half of the dancers at the bottom of the screen
if (i >= 7) {
dancer.y = 2400; // Bottom position
} else {
dancer.y = 800; // Original top position
}
game.addChild(dancer);
dancers.push(dancer);
}
// Generate prompt from predefined sequence
var level1Sequence = ['B', 'R', 'G', '1', '2', '3', '4', '5'];
var sequenceIndex = 0;
function generatePrompt() {
// Shuffle and pick random element from sequence
var shuffledSequence = level1Sequence.slice();
for (var i = shuffledSequence.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = shuffledSequence[i];
shuffledSequence[i] = shuffledSequence[j];
shuffledSequence[j] = temp;
}
return shuffledSequence[0];
}
// Show new prompt
function showPrompt() {
if (!isGameActive) return;
currentPrompt = generatePrompt();
promptText.setText(currentPrompt);
// Make prompt text visible and animate it sliding through the screen
promptText.alpha = 1;
promptText.x = -greenScreen.width / 2 - 100; // Start from left side outside screen
promptText.y = 0; // Center vertically
// Animate text sliding from left to right through the green screen
tween(promptText, {
x: greenScreen.width / 2 + 100 // End at right side outside screen
}, {
duration: 1000,
easing: tween.linear,
onFinish: function onFinish() {
// After animation, reset position and hide text
promptText.x = 0;
promptText.alpha = 0;
}
});
// Flash screen effect
tween(greenScreen, {
tint: 0xffffff
}, {
duration: 100,
onFinish: function onFinish() {
tween(greenScreen, {
tint: 0xffffff
}, {
duration: 100,
onFinish: function onFinish() {
greenScreen.tint = 0xffffff;
}
});
}
});
}
// Handle button press
game.handleButtonPress = function (buttonType, value) {
if (!isGameActive || !currentPrompt) return;
var isCorrect = false;
if (buttonType === 'number' && currentPrompt === value.toString()) {
isCorrect = true;
} else if (buttonType === 'blue' && currentPrompt === 'B') {
isCorrect = true;
} else if (buttonType === 'red' && currentPrompt === 'R') {
isCorrect = true;
} else if (buttonType === 'green' && currentPrompt === 'G') {
isCorrect = true;
}
if (isCorrect) {
LK.getSound('correctSound').play();
LK.setScore(LK.getScore() + 10);
consecutiveCorrect++;
// Make dancers happy
for (var i = 0; i < dancers.length; i++) {
dancers[i].setHappy();
}
// Increase speed every 5 correct answers
if (consecutiveCorrect % 5 === 0) {
gameSpeed = Math.max(800, gameSpeed - 200);
}
} else {
LK.getSound('wrongSound').play();
currentMistakes++;
consecutiveCorrect = 0;
// Make dancers angry
for (var i = 0; i < dancers.length; i++) {
dancers[i].setAngry();
}
// Check game over
if (currentMistakes >= maxMistakes) {
isGameActive = false;
LK.showGameOver();
return;
}
}
// Update UI
scoreText.setText('Score: ' + LK.getScore());
mistakesText.setText('Mistakes: ' + currentMistakes + '/' + maxMistakes);
// Clear current prompt
currentPrompt = null;
promptText.setText('');
// Reset dancers to neutral after a delay
LK.setTimeout(function () {
if (isGameActive) {
for (var i = 0; i < dancers.length; i++) {
dancers[i].setNeutral();
}
}
}, 1000);
};
// Game timer for prompts
var promptTimer = LK.setInterval(function () {
showPrompt();
}, 2000);
// Start the game
LK.playMusic('gameMusic');
LK.setTimeout(function () {
showPrompt();
}, 2000);
game.update = function () {
// Game logic handled by timers and events
};
gri mor bir masa üzerinde tuşlar var dj stilinde. In-Game asset. 2d. High contrast. No shadows
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dansöz kıyafetli ayakta duran elleri havada dans eden bir kedi. In-Game asset. 2d. High contrast. No shadows
bomb. In-Game asset. 2d. High contrast. No shadows