User prompt
note1 ve note2 assetini karışık gönder
User prompt
note2 assetini kullan
User prompt
note1 ve note2 assetini kullan
User prompt
Play NoteRe sound when user collects note2 asset
User prompt
notecollect sesini sil
User prompt
Create 7 note assettes, start with the name note2
User prompt
Play NoteDo sound when user collects note1 asset
User prompt
note1 assetini kullan
User prompt
Oyuncu note1 assetini topladığında sounds kısmından "NoteDo" sesini çal
User prompt
Oyuncu note1 'i topladığında "NoteDo" sesini oynat
User prompt
"note" assetini sil onun yerine note1 assetini kullan
User prompt
Sadece note1 asseti olsun
User prompt
Oyuncu note1 'i aldığında "NoteDo" sesini başlat
User prompt
Engeller 0.75 saniye arayla spawn olsun
User prompt
Engellerin hızını 0.75 olarak ayarla
User prompt
Oyuncu note1 'i aldığında "NoteDo" sesini başlat
User prompt
Oyunda aşağı doğru sadece note1 assetini gönder
User prompt
note assetini sil
User prompt
8 farklı note asseti oluştur
User prompt
Oyuncu arabası note1 asseti aldığında Assets/Sound/NoteDo sesini çal
User prompt
note1 asseti toplandığında Assets/Sound/NoteDo sesini çal
User prompt
note1 asseti toplandığında Assets/Sound/NoteDo sesini çal
User prompt
note1 asseti toplandığında Assets/Sound/Do sesini çal
User prompt
Sadece "Note" assetini gönder
User prompt
"Note" asseti alındığında "Do" sesini çal
/**** * 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); var noteSprite = self.attachAsset('note1', { 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 ****/ // cyan // pink // purple // orange // yellow // green // blue // --- 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]; // Randomly choose note1 or note2 asset for this note var noteAssetId = Math.random() < 0.5 ? 'note1' : 'note2'; var note = new Note(); note.lane = lane; note.x = LANE_X[lane]; note.y = ROAD_TOP - 100; note.lastY = note.y; note.lastIntersecting = false; // Replace note's sprite with the chosen asset if (note.children && note.children.length > 0) { note.removeChild(note.children[0]); } var noteSprite = note.attachAsset(noteAssetId, { anchorX: 0.5, anchorY: 0.5 }); 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 correct note sound based on asset if (note.attachAsset && note.children.length > 0 && note.children[0].assetId === 'note2') { LK.getSound('NoteRe').play(); } else { LK.getSound('NoteDo').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
@@ -30,9 +30,9 @@
});
// Note class
var Note = Container.expand(function () {
var self = Container.call(this);
- var noteSprite = self.attachAsset('note2', {
+ var noteSprite = self.attachAsset('note1', {
anchorX: 0.5,
anchorY: 0.5
});
// Lane index (0,1,2)
@@ -201,14 +201,24 @@
// 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];
+ // Randomly choose note1 or note2 asset for this note
+ var noteAssetId = Math.random() < 0.5 ? 'note1' : 'note2';
var note = new Note();
note.lane = lane;
note.x = LANE_X[lane];
note.y = ROAD_TOP - 100;
note.lastY = note.y;
note.lastIntersecting = false;
+ // Replace note's sprite with the chosen asset
+ if (note.children && note.children.length > 0) {
+ note.removeChild(note.children[0]);
+ }
+ var noteSprite = note.attachAsset(noteAssetId, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
notes.push(note);
game.addChild(note);
}
}
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