User prompt
Make use of the obstacle wall
User prompt
Make the projectile rotate with the yaw angle/the direction its facing
User prompt
Make the danger zone dissapearing make an asset ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make danger zone not transparent and make an effect after it dissapears ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it not quickly go up when reached 30 points
User prompt
Starting points is 10
User prompt
Make it 10 points each 2 seconds
User prompt
Make 8t work
User prompt
Make it -15 points
User prompt
Make it so if hit by obstacles, -150 points and if equal or less than 0 points, you lose
User prompt
Make obstacles active in every spot
User prompt
Make obstacles ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Pulse Rush
Initial prompt
Make a just shapes and beats type game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var DangerZone = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('danger_zone', { anchorX: 0.5, anchorY: 0.5 }); self.expandRate = 2; self.maxSize = 400; self.currentSize = 50; self.expanding = true; self.update = function () { if (self.expanding) { self.currentSize += self.expandRate; if (self.currentSize >= self.maxSize) { self.expanding = false; } } var scale = self.currentSize / 200; graphics.scaleX = scale; graphics.scaleY = scale; // Beat pulse effect if (beatPulse > 0) { graphics.alpha = 0.8; graphics.tint = 0xffffff; } else { graphics.alpha = 0.4; graphics.tint = 0xff0080; } }; return self; }); var ObstacleSpinner = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('obstacle_spinner', { anchorX: 0.5, anchorY: 0.5 }); self.rotationSpeed = 0.02; self.beatScale = 1; self.update = function () { graphics.rotation += self.rotationSpeed; // Beat synchronization if (beatPulse > 0) { self.beatScale = 1 + beatPulse * 0.4; graphics.tint = 0xffffff; } else { self.beatScale = 1; graphics.tint = 0xff4444; } graphics.scaleX = self.beatScale; graphics.scaleY = self.beatScale; }; return self; }); var ObstacleWall = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('obstacle_wall', { anchorX: 0.5, anchorY: 0.5 }); self.moveSpeed = 3; self.direction = 1; // 1 for right, -1 for left self.update = function () { self.x += self.moveSpeed * self.direction; // Beat pulse effect if (beatPulse > 0) { graphics.scaleY = 1 + beatPulse * 0.5; graphics.tint = 0xffffff; } else { graphics.scaleY = 1; graphics.tint = 0xff6666; } // Bounce off screen edges if (self.x > 2048 - 150 || self.x < 150) { self.direction *= -1; } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.targetX = 0; self.targetY = 0; self.update = function () { // Smooth movement towards target var dx = self.targetX - self.x; var dy = self.targetY - self.y; self.x += dx * 0.15; self.y += dy * 0.15; // Pulse effect on beat if (beatPulse > 0) { var scale = 1 + beatPulse * 0.3; playerGraphics.scaleX = scale; playerGraphics.scaleY = scale; } else { playerGraphics.scaleX = 1; playerGraphics.scaleY = 1; } }; return self; }); var Projectile = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('projectile', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.lifetime = 300; // ticks self.update = function () { self.x += self.velocityX; self.y += self.velocityY; self.lifetime--; // Beat pulse if (beatPulse > 0) { graphics.scaleX = 1.5; graphics.scaleY = 1.5; } else { graphics.scaleX = 1; graphics.scaleY = 1; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0a0a0a }); /**** * Game Code ****/ // Game variables var player; var obstacles = []; var projectiles = []; var dangerZones = []; var gameTime = 0; var beatCounter = 0; var beatPulse = 0; // 0-1 value for beat synchronization var difficultyLevel = 1; var survivalTime = 0; var scoreMultiplier = 1; // Initialize player player = game.addChild(new Player()); player.x = 1024; player.y = 1366; player.targetX = player.x; player.targetY = player.y; // Score display var scoreTxt = new Text2('0', { size: 120, fill: 0x00FF88 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Survival time display var timeTxt = new Text2('0s', { size: 80, fill: 0xFFFFFF }); timeTxt.anchor.set(0, 0); timeTxt.x = 200; timeTxt.y = 100; LK.gui.topLeft.addChild(timeTxt); // Beat synchronization var beatTimer = 0; var beatInterval = 30; // ticks between beats (adjust for music tempo) // Obstacle spawn timers var spinnerSpawnTimer = 0; var wallSpawnTimer = 0; var projectileSpawnTimer = 0; var dangerZoneSpawnTimer = 0; // Touch controls game.down = function (x, y, obj) { player.targetX = x; player.targetY = y; }; game.move = function (x, y, obj) { player.targetX = x; player.targetY = y; }; // Spawn functions function spawnSpinner() { var spinner = new ObstacleSpinner(); spinner.x = Math.random() * (2048 - 240) + 120; spinner.y = Math.random() * (2732 - 240) + 120; obstacles.push(spinner); game.addChild(spinner); } function spawnWall() { var wall = new ObstacleWall(); wall.x = Math.random() > 0.5 ? 150 : 1898; wall.y = Math.random() * (2732 - 300) + 150; wall.direction = wall.x < 1024 ? 1 : -1; obstacles.push(wall); game.addChild(wall); } function spawnProjectile() { var projectile = new Projectile(); // Spawn from edges var side = Math.floor(Math.random() * 4); switch (side) { case 0: // top projectile.x = Math.random() * 2048; projectile.y = -20; break; case 1: // right projectile.x = 2068; projectile.y = Math.random() * 2732; break; case 2: // bottom projectile.x = Math.random() * 2048; projectile.y = 2752; break; case 3: // left projectile.x = -20; projectile.y = Math.random() * 2732; break; } // Aim towards player var dx = player.x - projectile.x; var dy = player.y - projectile.y; var distance = Math.sqrt(dx * dx + dy * dy); var speed = 4 + difficultyLevel; projectile.velocityX = dx / distance * speed; projectile.velocityY = dy / distance * speed; projectiles.push(projectile); game.addChild(projectile); } function spawnDangerZone() { var zone = new DangerZone(); zone.x = Math.random() * (2048 - 400) + 200; zone.y = Math.random() * (2732 - 400) + 200; dangerZones.push(zone); game.addChild(zone); } // Start music LK.playMusic('pulse_track', { loop: true }); // Main game loop game.update = function () { gameTime++; survivalTime = Math.floor(gameTime / 60); // Beat synchronization beatTimer++; if (beatTimer >= beatInterval) { beatTimer = 0; beatCounter++; beatPulse = 1; LK.getSound('beat').play(); // Screen flash on beat if (beatCounter % 4 === 0) { LK.effects.flashScreen(0x00ff88, 100); } } // Decay beat pulse if (beatPulse > 0) { beatPulse -= 0.1; if (beatPulse < 0) beatPulse = 0; } // Increase difficulty over time if (survivalTime > 0 && survivalTime % 15 === 0 && gameTime % 60 === 0) { difficultyLevel = Math.min(5, Math.floor(survivalTime / 15) + 1); beatInterval = Math.max(20, 30 - difficultyLevel); } // Spawn obstacles based on beat and difficulty if (beatPulse === 1) { // On beat if (beatCounter % (6 - difficultyLevel) === 0) { spawnSpinner(); } if (beatCounter % (8 - difficultyLevel) === 0) { spawnWall(); } if (beatCounter % (4 - Math.floor(difficultyLevel / 2)) === 0) { spawnProjectile(); } if (beatCounter % (12 - difficultyLevel) === 0) { spawnDangerZone(); } } // Clean up obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; // Remove off-screen obstacles if (obstacle.x < -200 || obstacle.x > 2248 || obstacle.y < -200 || obstacle.y > 2932) { obstacle.destroy(); obstacles.splice(i, 1); continue; } // Check collision with player if (player.intersects(obstacle)) { LK.effects.flashScreen(0xff0000, 1000); LK.getSound('danger').play(); LK.showGameOver(); return; } } // Clean up projectiles for (var j = projectiles.length - 1; j >= 0; j--) { var projectile = projectiles[j]; // Remove expired or off-screen projectiles if (projectile.lifetime <= 0 || projectile.x < -50 || projectile.x > 2098 || projectile.y < -50 || projectile.y > 2782) { projectile.destroy(); projectiles.splice(j, 1); continue; } // Check collision with player if (player.intersects(projectile)) { LK.effects.flashScreen(0xff0000, 1000); LK.getSound('danger').play(); LK.showGameOver(); return; } } // Clean up danger zones for (var k = dangerZones.length - 1; k >= 0; k--) { var zone = dangerZones[k]; // Remove fully expanded zones if (!zone.expanding && zone.currentSize >= zone.maxSize) { zone.destroy(); dangerZones.splice(k, 1); continue; } // Check collision with player (only when zone is large enough) if (zone.currentSize > 100 && player.intersects(zone)) { LK.effects.flashScreen(0xff0000, 1000); LK.getSound('danger').play(); LK.showGameOver(); return; } } // Calculate score based on survival time and proximity to danger var proximityBonus = 0; for (var m = 0; m < obstacles.length; m++) { var dist = Math.sqrt(Math.pow(player.x - obstacles[m].x, 2) + Math.pow(player.y - obstacles[m].y, 2)); if (dist < 150) { proximityBonus += Math.floor((150 - dist) / 10); } } var currentScore = survivalTime * 10 + proximityBonus; LK.setScore(currentScore); scoreTxt.setText(LK.getScore().toString()); timeTxt.setText(survivalTime + 's'); // Win condition (survive for 2 minutes) if (survivalTime >= 120) { LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,372 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+var DangerZone = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('danger_zone', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.expandRate = 2;
+ self.maxSize = 400;
+ self.currentSize = 50;
+ self.expanding = true;
+ self.update = function () {
+ if (self.expanding) {
+ self.currentSize += self.expandRate;
+ if (self.currentSize >= self.maxSize) {
+ self.expanding = false;
+ }
+ }
+ var scale = self.currentSize / 200;
+ graphics.scaleX = scale;
+ graphics.scaleY = scale;
+ // Beat pulse effect
+ if (beatPulse > 0) {
+ graphics.alpha = 0.8;
+ graphics.tint = 0xffffff;
+ } else {
+ graphics.alpha = 0.4;
+ graphics.tint = 0xff0080;
+ }
+ };
+ return self;
+});
+var ObstacleSpinner = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('obstacle_spinner', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.rotationSpeed = 0.02;
+ self.beatScale = 1;
+ self.update = function () {
+ graphics.rotation += self.rotationSpeed;
+ // Beat synchronization
+ if (beatPulse > 0) {
+ self.beatScale = 1 + beatPulse * 0.4;
+ graphics.tint = 0xffffff;
+ } else {
+ self.beatScale = 1;
+ graphics.tint = 0xff4444;
+ }
+ graphics.scaleX = self.beatScale;
+ graphics.scaleY = self.beatScale;
+ };
+ return self;
+});
+var ObstacleWall = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('obstacle_wall', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.moveSpeed = 3;
+ self.direction = 1; // 1 for right, -1 for left
+ self.update = function () {
+ self.x += self.moveSpeed * self.direction;
+ // Beat pulse effect
+ if (beatPulse > 0) {
+ graphics.scaleY = 1 + beatPulse * 0.5;
+ graphics.tint = 0xffffff;
+ } else {
+ graphics.scaleY = 1;
+ graphics.tint = 0xff6666;
+ }
+ // Bounce off screen edges
+ if (self.x > 2048 - 150 || self.x < 150) {
+ self.direction *= -1;
+ }
+ };
+ return self;
+});
+var Player = Container.expand(function () {
+ var self = Container.call(this);
+ var playerGraphics = self.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 8;
+ self.targetX = 0;
+ self.targetY = 0;
+ self.update = function () {
+ // Smooth movement towards target
+ var dx = self.targetX - self.x;
+ var dy = self.targetY - self.y;
+ self.x += dx * 0.15;
+ self.y += dy * 0.15;
+ // Pulse effect on beat
+ if (beatPulse > 0) {
+ var scale = 1 + beatPulse * 0.3;
+ playerGraphics.scaleX = scale;
+ playerGraphics.scaleY = scale;
+ } else {
+ playerGraphics.scaleX = 1;
+ playerGraphics.scaleY = 1;
+ }
+ };
+ return self;
+});
+var Projectile = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('projectile', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.velocityX = 0;
+ self.velocityY = 0;
+ self.lifetime = 300; // ticks
+ self.update = function () {
+ self.x += self.velocityX;
+ self.y += self.velocityY;
+ self.lifetime--;
+ // Beat pulse
+ if (beatPulse > 0) {
+ graphics.scaleX = 1.5;
+ graphics.scaleY = 1.5;
+ } else {
+ graphics.scaleX = 1;
+ graphics.scaleY = 1;
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x0a0a0a
+});
+
+/****
+* Game Code
+****/
+// Game variables
+var player;
+var obstacles = [];
+var projectiles = [];
+var dangerZones = [];
+var gameTime = 0;
+var beatCounter = 0;
+var beatPulse = 0; // 0-1 value for beat synchronization
+var difficultyLevel = 1;
+var survivalTime = 0;
+var scoreMultiplier = 1;
+// Initialize player
+player = game.addChild(new Player());
+player.x = 1024;
+player.y = 1366;
+player.targetX = player.x;
+player.targetY = player.y;
+// Score display
+var scoreTxt = new Text2('0', {
+ size: 120,
+ fill: 0x00FF88
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+// Survival time display
+var timeTxt = new Text2('0s', {
+ size: 80,
+ fill: 0xFFFFFF
+});
+timeTxt.anchor.set(0, 0);
+timeTxt.x = 200;
+timeTxt.y = 100;
+LK.gui.topLeft.addChild(timeTxt);
+// Beat synchronization
+var beatTimer = 0;
+var beatInterval = 30; // ticks between beats (adjust for music tempo)
+// Obstacle spawn timers
+var spinnerSpawnTimer = 0;
+var wallSpawnTimer = 0;
+var projectileSpawnTimer = 0;
+var dangerZoneSpawnTimer = 0;
+// Touch controls
+game.down = function (x, y, obj) {
+ player.targetX = x;
+ player.targetY = y;
+};
+game.move = function (x, y, obj) {
+ player.targetX = x;
+ player.targetY = y;
+};
+// Spawn functions
+function spawnSpinner() {
+ var spinner = new ObstacleSpinner();
+ spinner.x = Math.random() * (2048 - 240) + 120;
+ spinner.y = Math.random() * (2732 - 240) + 120;
+ obstacles.push(spinner);
+ game.addChild(spinner);
+}
+function spawnWall() {
+ var wall = new ObstacleWall();
+ wall.x = Math.random() > 0.5 ? 150 : 1898;
+ wall.y = Math.random() * (2732 - 300) + 150;
+ wall.direction = wall.x < 1024 ? 1 : -1;
+ obstacles.push(wall);
+ game.addChild(wall);
+}
+function spawnProjectile() {
+ var projectile = new Projectile();
+ // Spawn from edges
+ var side = Math.floor(Math.random() * 4);
+ switch (side) {
+ case 0:
+ // top
+ projectile.x = Math.random() * 2048;
+ projectile.y = -20;
+ break;
+ case 1:
+ // right
+ projectile.x = 2068;
+ projectile.y = Math.random() * 2732;
+ break;
+ case 2:
+ // bottom
+ projectile.x = Math.random() * 2048;
+ projectile.y = 2752;
+ break;
+ case 3:
+ // left
+ projectile.x = -20;
+ projectile.y = Math.random() * 2732;
+ break;
+ }
+ // Aim towards player
+ var dx = player.x - projectile.x;
+ var dy = player.y - projectile.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ var speed = 4 + difficultyLevel;
+ projectile.velocityX = dx / distance * speed;
+ projectile.velocityY = dy / distance * speed;
+ projectiles.push(projectile);
+ game.addChild(projectile);
+}
+function spawnDangerZone() {
+ var zone = new DangerZone();
+ zone.x = Math.random() * (2048 - 400) + 200;
+ zone.y = Math.random() * (2732 - 400) + 200;
+ dangerZones.push(zone);
+ game.addChild(zone);
+}
+// Start music
+LK.playMusic('pulse_track', {
+ loop: true
+});
+// Main game loop
+game.update = function () {
+ gameTime++;
+ survivalTime = Math.floor(gameTime / 60);
+ // Beat synchronization
+ beatTimer++;
+ if (beatTimer >= beatInterval) {
+ beatTimer = 0;
+ beatCounter++;
+ beatPulse = 1;
+ LK.getSound('beat').play();
+ // Screen flash on beat
+ if (beatCounter % 4 === 0) {
+ LK.effects.flashScreen(0x00ff88, 100);
+ }
+ }
+ // Decay beat pulse
+ if (beatPulse > 0) {
+ beatPulse -= 0.1;
+ if (beatPulse < 0) beatPulse = 0;
+ }
+ // Increase difficulty over time
+ if (survivalTime > 0 && survivalTime % 15 === 0 && gameTime % 60 === 0) {
+ difficultyLevel = Math.min(5, Math.floor(survivalTime / 15) + 1);
+ beatInterval = Math.max(20, 30 - difficultyLevel);
+ }
+ // Spawn obstacles based on beat and difficulty
+ if (beatPulse === 1) {
+ // On beat
+ if (beatCounter % (6 - difficultyLevel) === 0) {
+ spawnSpinner();
+ }
+ if (beatCounter % (8 - difficultyLevel) === 0) {
+ spawnWall();
+ }
+ if (beatCounter % (4 - Math.floor(difficultyLevel / 2)) === 0) {
+ spawnProjectile();
+ }
+ if (beatCounter % (12 - difficultyLevel) === 0) {
+ spawnDangerZone();
+ }
+ }
+ // Clean up obstacles
+ for (var i = obstacles.length - 1; i >= 0; i--) {
+ var obstacle = obstacles[i];
+ // Remove off-screen obstacles
+ if (obstacle.x < -200 || obstacle.x > 2248 || obstacle.y < -200 || obstacle.y > 2932) {
+ obstacle.destroy();
+ obstacles.splice(i, 1);
+ continue;
+ }
+ // Check collision with player
+ if (player.intersects(obstacle)) {
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.getSound('danger').play();
+ LK.showGameOver();
+ return;
+ }
+ }
+ // Clean up projectiles
+ for (var j = projectiles.length - 1; j >= 0; j--) {
+ var projectile = projectiles[j];
+ // Remove expired or off-screen projectiles
+ if (projectile.lifetime <= 0 || projectile.x < -50 || projectile.x > 2098 || projectile.y < -50 || projectile.y > 2782) {
+ projectile.destroy();
+ projectiles.splice(j, 1);
+ continue;
+ }
+ // Check collision with player
+ if (player.intersects(projectile)) {
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.getSound('danger').play();
+ LK.showGameOver();
+ return;
+ }
+ }
+ // Clean up danger zones
+ for (var k = dangerZones.length - 1; k >= 0; k--) {
+ var zone = dangerZones[k];
+ // Remove fully expanded zones
+ if (!zone.expanding && zone.currentSize >= zone.maxSize) {
+ zone.destroy();
+ dangerZones.splice(k, 1);
+ continue;
+ }
+ // Check collision with player (only when zone is large enough)
+ if (zone.currentSize > 100 && player.intersects(zone)) {
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.getSound('danger').play();
+ LK.showGameOver();
+ return;
+ }
+ }
+ // Calculate score based on survival time and proximity to danger
+ var proximityBonus = 0;
+ for (var m = 0; m < obstacles.length; m++) {
+ var dist = Math.sqrt(Math.pow(player.x - obstacles[m].x, 2) + Math.pow(player.y - obstacles[m].y, 2));
+ if (dist < 150) {
+ proximityBonus += Math.floor((150 - dist) / 10);
+ }
+ }
+ var currentScore = survivalTime * 10 + proximityBonus;
+ LK.setScore(currentScore);
+ scoreTxt.setText(LK.getScore().toString());
+ timeTxt.setText(survivalTime + 's');
+ // Win condition (survive for 2 minutes)
+ if (survivalTime >= 120) {
+ LK.showYouWin();
+ }
+};
\ No newline at end of file
Sawblade with blue inside. No background. Transparent background. Blank background. No shadows. 3d. In-Game asset. flat
Bomb. No background. Transparent background. Blank background. No shadows. 3d. In-Game asset. flat
Explosion. No background. Transparent background. Blank background. No shadows. 3d. In-Game asset. flat
Pink and green enemy. No background. Transparent background. Blank background. No shadows. 3d. In-Game asset. flat