User prompt
Play NoteLa sound when player collect note6 asset
User prompt
Play only NoteSol sound when player collect note5 asset
User prompt
Play only NoteFa sound when player collect note4 asset
User prompt
Play only NoteMi sound when player collect note3 asset
User prompt
Play only NoteRe sound when player collect note2 asset
User prompt
Let the collection sound of each note asset be different. Play only NoteDo sound when player collect note1 asset
User prompt
Let the collection sound of each note asset be different. Play only NoteDo sound when player collect note1 asset, Play only NoteRe sound when player collect note2 asset, Play only NoteMi sound when player collect note3 asset, Play only NoteFa sound when player collect note4 asset, Play only NoteSol sound when player collect note5 asset, Play NoteLa sound when player collect note6 asset, Play NoteSi sound when player collect note7 asset, Play NoteThickDo sound when player collect note8 asset.
User prompt
noteCollect sesini kullanma bunun yerine, Let the collection sound of each note asset be different. Play only NoteDo sound when player collect note1 asset, Play only NoteRe sound when player collect note2 asset, Play only NoteMi sound when player collect note3 asset, Play only NoteFa sound when player collect note4 asset, Play only NoteSol sound when player collect note5 asset, Play NoteLa sound when player collect note6 asset, Play NoteSi sound when player collect note7 asset, Play NoteThickDo sound when player collect note8 asset
User prompt
Let the collection sound of each note asset be different. Play only NoteDo sound when player collect note1 asset, Play only NoteRe sound when player collect note2 asset, Play only NoteMi sound when player collect note3 asset, Play only NoteFa sound when player collect note4 asset, Play only NoteSol sound when player collect note5 asset, Play NoteLa sound when player collect note6 asset, Play NoteSi sound when player collect note7 asset, Play NoteThickDo sound when player collect note8 asset
User prompt
Her note assetin toplama sesi farklı olsun. Oyuncu note1 assetini topladığında sadece NoteDo sesini çal, Oyuncu note2 assetini topladığında sadece NoteRe sesini çal, Oyuncu note3 assetini topladığında sadece NoteMi sesini çal, Oyuncu note4 assetini topladığında sadece NoteFa sesini çal, Oyuncu note5 assetini topladığında NoteSol sesini çal, Oyuncu note6 assetini topladığında NoteLa sesini çal, Oyuncu note7 assetini topladığında NoteSi sesini çal, Oyuncu nota8 assetini topladığında NoteThickDo sesini çal
User prompt
Oyuncu note1 assetini topladığında noteCollect sesi olarak NoteDo sesini çal
User prompt
Play NoteDo sound as noteCollect sound when player collects note1 asset
User prompt
Play the NoteDo sound when the player collects the note1 asset
User prompt
noteCollect assetini sil
User prompt
delete noteCollect sound
User prompt
Play the NoteDo sound when the player collects the note1 asset.
User prompt
Play NoteDo sound when player collects note1 asset
User prompt
Play NoteDo sound when player collects note1 asset
User prompt
Sadece note1 assetini kullan
User prompt
Play the NoteDo sound when the note1 asset is collected
User prompt
8 farklı note assetini kullan
User prompt
Play the NoteDo sound when the note1 asset is collected
User prompt
Play the NoteDo sound when the note1 asset is collected
User prompt
Use 8 different note assets
User prompt
8 farklı note assetini karışık olarak kullan
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Car class var Car = Container.expand(function () { var self = Container.call(this); var carSprite = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 }); // For possible future effects self.flash = function () { LK.effects.flashObject(self, 0xffffff, 200); }; return self; }); // LaneLine class (for visual effect) var LaneLine = Container.expand(function () { var self = Container.call(this); var lineSprite = self.attachAsset('laneLine', { anchorX: 0.5, anchorY: 0.5 }); return self; }); // Note class var Note = Container.expand(function () { var self = Container.call(this); // Pick a random note asset from 8 available var noteAssetNames = ['note1', 'note2', 'note3', 'note4', 'note5', 'note6', 'note7', 'note8']; var assetIdx = Math.floor(Math.random() * noteAssetNames.length); var noteSprite = self.attachAsset(noteAssetNames[assetIdx], { anchorX: 0.5, anchorY: 0.5 }); // Lane index (0,1,2) self.lane = 1; // For state tracking self.lastY = undefined; self.lastIntersecting = false; return self; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obsSprite = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); // Lane index (0,1,2) self.lane = 1; // For state tracking self.lastY = undefined; self.lastIntersecting = false; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0a0020 // Deep synthwave night }); /**** * Game Code ****/ // --- Game constants --- // Neon synthwave colors // Sounds and music (IDs are placeholders, engine will load as used) var NUM_LANES = 3; var LANE_WIDTH = 410; // 2048 / 3 ≈ 682, but leave margins for neon effect var ROAD_TOP = 400; var ROAD_BOTTOM = 2732 - 200; var CAR_Y = 2200; var OBSTACLE_SPEED = 22; // px per frame var NOTE_SPEED = 22; var LANE_X = [410, // left 1024, // center 1638 // right ]; // --- Music BPM and spawn sync --- var BPM = 120; // Example BPM, can be changed if music changes // Spawn interval: 0.75 seconds = 45 frames at 60fps var BEAT_INTERVAL = 45; var lastBeatTick = 0; // --- Game state --- var car = null; var carLane = 1; // 0: left, 1: center, 2: right var obstacles = []; var notes = []; var laneLines = []; var score = 0; var scoreTxt = null; var dragSide = null; // 'left' or 'right' for touch controls // --- Background music --- LK.playMusic('neonTrack'); // --- Draw neon road lanes --- function createLaneLines() { // Remove old lines for (var i = 0; i < laneLines.length; i++) { laneLines[i].destroy(); } laneLines = []; // Draw vertical lines between lanes for (var i = 1; i < NUM_LANES; i++) { var x = (LANE_X[i - 1] + LANE_X[i]) / 2; for (var y = ROAD_TOP; y < ROAD_BOTTOM; y += 400) { var line = new LaneLine(); line.x = x; line.y = y; line.alpha = 0.25; game.addChild(line); laneLines.push(line); } } } createLaneLines(); // --- Create car --- car = new Car(); car.x = LANE_X[carLane]; car.y = CAR_Y; game.addChild(car); // --- Score display --- scoreTxt = new Text2('0', { size: 120, fill: 0xFFF200, font: "Impact" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Touch controls --- // Touch/click left or right half of screen to move car function handleDown(x, y, obj) { // Only respond to touches below the top 200px (avoid menu) if (y < 200) return; if (x < 1024) { dragSide = 'left'; moveCar(-1); } else { dragSide = 'right'; moveCar(1); } } function handleUp(x, y, obj) { dragSide = null; } function handleMove(x, y, obj) { // Optional: swipe to move, but for now, tap only } game.down = handleDown; game.up = handleUp; game.move = handleMove; // --- Move car between lanes --- function moveCar(dir) { var newLane = carLane + dir; if (newLane < 0) newLane = 0; if (newLane > 2) newLane = 2; if (newLane !== carLane) { carLane = newLane; // Animate car to new lane tween(car, { x: LANE_X[carLane] }, { duration: 120, easing: tween.cubicOut }); } } // --- Spawn obstacles and notes in sync with music --- function spawnBeatObjects() { // Randomly decide: 1 or 2 obstacles, and 0 or 1 note var availableLanes = [0, 1, 2]; // Place 1 or 2 obstacles var numObstacles = Math.random() < 0.5 ? 1 : 2; for (var i = 0; i < numObstacles; i++) { if (availableLanes.length === 0) break; var idx = Math.floor(Math.random() * availableLanes.length); var lane = availableLanes[idx]; availableLanes.splice(idx, 1); var obs = new Obstacle(); obs.lane = lane; obs.x = LANE_X[lane]; obs.y = ROAD_TOP - 100; obs.lastY = obs.y; obs.lastIntersecting = false; obstacles.push(obs); game.addChild(obs); } // Place a note in a random free lane (if any) if (availableLanes.length > 0 && Math.random() < 0.7) { var idx = Math.floor(Math.random() * availableLanes.length); var lane = availableLanes[idx]; var note = new Note(); note.lane = lane; note.x = LANE_X[lane]; note.y = ROAD_TOP - 100; note.lastY = note.y; note.lastIntersecting = false; notes.push(note); game.addChild(note); } } // --- Main game update loop --- game.update = function () { // Animate lane lines for neon effect for (var i = 0; i < laneLines.length; i++) { laneLines[i].y += OBSTACLE_SPEED; if (laneLines[i].y > ROAD_BOTTOM + 200) { laneLines[i].y = ROAD_TOP - 200; } } // Spawn obstacles/notes on beat if (LK.ticks - lastBeatTick >= BEAT_INTERVAL) { spawnBeatObjects(); lastBeatTick = LK.ticks; } // Move obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.y += OBSTACLE_SPEED; // Off-screen removal if (obs.lastY < 2800 && obs.y >= 2800) { obs.destroy(); obstacles.splice(i, 1); continue; } // Collision detection var isIntersecting = obs.intersects(car); if (!obs.lastIntersecting && isIntersecting) { // Crash! LK.effects.flashScreen(0xff2a6d, 800); car.flash(); LK.showGameOver(); return; } obs.lastY = obs.y; obs.lastIntersecting = isIntersecting; } // Move notes for (var i = notes.length - 1; i >= 0; i--) { var note = notes[i]; note.y += NOTE_SPEED; // Off-screen removal if (note.lastY < 2800 && note.y >= 2800) { note.destroy(); notes.splice(i, 1); continue; } // Collect note var isIntersecting = note.intersects(car); if (!note.lastIntersecting && isIntersecting) { // Collect! LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); // Play unique sound for each note asset var noteSoundMap = { 'note1': 'NoteDo', 'note2': 'NoteRe', 'note3': 'NoteMi', 'note4': 'NoteFa', 'note5': 'NoteSol', 'note6': 'NoteLa', 'note7': 'NoteSi', 'note8': 'NoteThickDo' }; // Find which note asset this note uses var noteAssetNames = ['note1', 'note2', 'note3', 'note4', 'note5', 'note6', 'note7', 'note8']; var foundAsset = null; for (var k = 0; k < noteAssetNames.length; k++) { if (note.children && note.children.length > 0 && note.children[0].assetId === noteAssetNames[k]) { foundAsset = noteAssetNames[k]; break; } } if (foundAsset === 'note1') { LK.getSound('NoteDo').play(); } else if (foundAsset === 'note2') { LK.getSound('NoteRe').play(); } else if (foundAsset === 'note3') { LK.getSound('NoteMi').play(); } else if (foundAsset === 'note4') { LK.getSound('NoteFa').play(); } else if (foundAsset === 'note5') { LK.getSound('NoteSol').play(); } else if (foundAsset === 'note6') { LK.getSound('NoteLa').play(); } else if (foundAsset && noteSoundMap[foundAsset]) { LK.getSound(noteSoundMap[foundAsset]).play(); } // Neon flash LK.effects.flashObject(car, 0xfff200, 200); note.destroy(); notes.splice(i, 1); continue; } note.lastY = note.y; note.lastIntersecting = isIntersecting; } }; // --- Set initial score --- LK.setScore(0); scoreTxt.setText('0');
===================================================================
--- original.js
+++ change.js
@@ -289,8 +289,10 @@
} else if (foundAsset === 'note4') {
LK.getSound('NoteFa').play();
} else if (foundAsset === 'note5') {
LK.getSound('NoteSol').play();
+ } else if (foundAsset === 'note6') {
+ LK.getSound('NoteLa').play();
} else if (foundAsset && noteSoundMap[foundAsset]) {
LK.getSound(noteSoundMap[foundAsset]).play();
}
// Neon flash
NoteRe
Sound effect
NoteMi
Sound effect
NoteFa
Sound effect
NoteSol
Sound effect
NoteLa
Sound effect
NoteSi
Sound effect
NoteThickDo
Sound effect
ApplauseSound
Sound effect
neonTrack
Music
GameOver
Sound effect
NoteDo
Sound effect
DOKUZ
Sound effect
ONNN
Sound effect
ONBIR
Sound effect
ONIKI
Sound effect
ONUC
Sound effect
ONDORT
Sound effect
ONBES
Sound effect
ONALTI
Sound effect
ONYEDI
Sound effect
ONSEKIZ
Sound effect
ONDOKUZ
Sound effect
YIRMI
Sound effect
YIRMIBIR
Sound effect
YIRMIIKI
Sound effect
YIRMIUC
Sound effect
YIRMIDORT
Sound effect
YIRMIBES
Sound effect
YIRMIALTI
Sound effect
YIRMIYEDI
Sound effect
YIRMISEKIZ
Sound effect
YIRMIDOKUZ
Sound effect
OTUZ
Sound effect
OTUZBIR
Sound effect
OTUZIKI
Sound effect
OTUZUC
Sound effect
OTUZDORT
Sound effect
OTUZBES
Sound effect
OTUZALTI
Sound effect
OTUZYEDI
Sound effect
OTUZSEKIZ
Sound effect