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;
// Smooth transition to warning colors when fully expanded
tween(graphics, {
tint: 0xff0000,
alpha: 0.9
}, {
duration: 500,
easing: tween.easeInOut
});
}
}
var scale = self.currentSize / 200;
graphics.scaleX = scale;
graphics.scaleY = scale;
// Beat pulse effect with smooth tweening
if (beatPulse > 0) {
// Intense pulse on beat
tween(graphics, {
alpha: 1.0,
tint: 0xffffff
}, {
duration: 100,
easing: tween.easeOut
});
} else if (beatPulse === 0) {
// Return to base state
var baseAlpha = self.expanding ? 0.4 : 0.7;
var baseTint = self.expanding ? 0xff0080 : 0xff0000;
tween(graphics, {
alpha: baseAlpha,
tint: baseTint
}, {
duration: 300,
easing: tween.easeInOut
});
}
};
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 with smooth tweening
if (beatPulse > 0) {
// Smooth scale animation on beat
tween(graphics, {
scaleX: 1.4,
scaleY: 1.4,
tint: 0xffffff
}, {
duration: 200,
easing: tween.easeOut
});
// Spin faster on beat
self.rotationSpeed = 0.05;
} else if (beatPulse === 0) {
// Return to normal scale
tween(graphics, {
scaleX: 1,
scaleY: 1,
tint: 0xff4444
}, {
duration: 300,
easing: tween.easeInOut
});
// Normal rotation speed
self.rotationSpeed = 0.02;
}
};
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 with smooth tweening
if (beatPulse > 0) {
// Smooth scale and tint animation on beat
tween(graphics, {
scaleY: 1.5,
tint: 0xffffff
}, {
duration: 150,
easing: tween.easeOut
});
// Brief speed boost on beat
self.moveSpeed = 5;
} else if (beatPulse === 0) {
// Return to normal scale and tint
tween(graphics, {
scaleY: 1,
tint: 0xff6666
}, {
duration: 400,
easing: tween.easeInOut
});
// Normal speed
self.moveSpeed = 3;
}
// Bounce off screen edges with smooth direction change
if (self.x > 2048 - 150 || self.x < 150) {
self.direction *= -1;
// Add a brief flash when bouncing
tween(graphics, {
tint: 0xffff00
}, {
duration: 100,
onFinish: function onFinish() {
tween(graphics, {
tint: 0xff6666
}, {
duration: 200
});
}
});
}
};
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 with smooth tweening
if (beatPulse > 0) {
// Energetic pulse on beat
tween(playerGraphics, {
scaleX: 1.3,
scaleY: 1.3,
tint: 0xffffff
}, {
duration: 100,
easing: tween.easeOut
});
} else if (beatPulse === 0) {
// Return to normal state
tween(playerGraphics, {
scaleX: 1,
scaleY: 1,
tint: 0x00ff88
}, {
duration: 200,
easing: tween.easeInOut
});
}
};
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 with smooth tweening
if (beatPulse > 0) {
// Dramatic scale and color change on beat
tween(graphics, {
scaleX: 2,
scaleY: 2,
tint: 0xffffff
}, {
duration: 150,
easing: tween.easeOut
});
} else if (beatPulse === 0) {
// Return to normal state
tween(graphics, {
scaleX: 1,
scaleY: 1,
tint: 0xffaa00
}, {
duration: 250,
easing: tween.easeInOut
});
}
// Warning effect when lifetime is low
if (self.lifetime < 60 && self.lifetime % 10 === 0) {
tween(graphics, {
tint: 0xff0000
}, {
duration: 100,
onFinish: function onFinish() {
tween(graphics, {
tint: 0xffaa00
}, {
duration: 100
});
}
});
}
};
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;
// Entrance animation
spinner.alpha = 0;
spinner.scaleX = 0.3;
spinner.scaleY = 0.3;
tween(spinner, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: 400,
easing: tween.easeOut
});
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;
// Entrance animation - slide in from edge
var originalX = wall.x;
wall.x = wall.direction === 1 ? -300 : 2348;
wall.alpha = 0.5;
tween(wall, {
x: originalX,
alpha: 1
}, {
duration: 600,
easing: tween.easeOut
});
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;
// Entrance animation - fade in with warning pulse
zone.alpha = 0;
tween(zone, {
alpha: 0.4
}, {
duration: 300,
easing: tween.easeIn
});
// Warning pulse sequence
LK.setTimeout(function () {
tween(zone, {
alpha: 0.8
}, {
duration: 200
});
}, 100);
LK.setTimeout(function () {
tween(zone, {
alpha: 0.4
}, {
duration: 200
});
}, 300);
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
@@ -20,20 +20,42 @@
if (self.expanding) {
self.currentSize += self.expandRate;
if (self.currentSize >= self.maxSize) {
self.expanding = false;
+ // Smooth transition to warning colors when fully expanded
+ tween(graphics, {
+ tint: 0xff0000,
+ alpha: 0.9
+ }, {
+ duration: 500,
+ easing: tween.easeInOut
+ });
}
}
var scale = self.currentSize / 200;
graphics.scaleX = scale;
graphics.scaleY = scale;
- // Beat pulse effect
+ // Beat pulse effect with smooth tweening
if (beatPulse > 0) {
- graphics.alpha = 0.8;
- graphics.tint = 0xffffff;
- } else {
- graphics.alpha = 0.4;
- graphics.tint = 0xff0080;
+ // Intense pulse on beat
+ tween(graphics, {
+ alpha: 1.0,
+ tint: 0xffffff
+ }, {
+ duration: 100,
+ easing: tween.easeOut
+ });
+ } else if (beatPulse === 0) {
+ // Return to base state
+ var baseAlpha = self.expanding ? 0.4 : 0.7;
+ var baseTint = self.expanding ? 0xff0080 : 0xff0000;
+ tween(graphics, {
+ alpha: baseAlpha,
+ tint: baseTint
+ }, {
+ duration: 300,
+ easing: tween.easeInOut
+ });
}
};
return self;
});
@@ -46,18 +68,34 @@
self.rotationSpeed = 0.02;
self.beatScale = 1;
self.update = function () {
graphics.rotation += self.rotationSpeed;
- // Beat synchronization
+ // Beat synchronization with smooth tweening
if (beatPulse > 0) {
- self.beatScale = 1 + beatPulse * 0.4;
- graphics.tint = 0xffffff;
- } else {
- self.beatScale = 1;
- graphics.tint = 0xff4444;
+ // Smooth scale animation on beat
+ tween(graphics, {
+ scaleX: 1.4,
+ scaleY: 1.4,
+ tint: 0xffffff
+ }, {
+ duration: 200,
+ easing: tween.easeOut
+ });
+ // Spin faster on beat
+ self.rotationSpeed = 0.05;
+ } else if (beatPulse === 0) {
+ // Return to normal scale
+ tween(graphics, {
+ scaleX: 1,
+ scaleY: 1,
+ tint: 0xff4444
+ }, {
+ duration: 300,
+ easing: tween.easeInOut
+ });
+ // Normal rotation speed
+ self.rotationSpeed = 0.02;
}
- graphics.scaleX = self.beatScale;
- graphics.scaleY = self.beatScale;
};
return self;
});
var ObstacleWall = Container.expand(function () {
@@ -69,19 +107,48 @@
self.moveSpeed = 3;
self.direction = 1; // 1 for right, -1 for left
self.update = function () {
self.x += self.moveSpeed * self.direction;
- // Beat pulse effect
+ // Beat pulse effect with smooth tweening
if (beatPulse > 0) {
- graphics.scaleY = 1 + beatPulse * 0.5;
- graphics.tint = 0xffffff;
- } else {
- graphics.scaleY = 1;
- graphics.tint = 0xff6666;
+ // Smooth scale and tint animation on beat
+ tween(graphics, {
+ scaleY: 1.5,
+ tint: 0xffffff
+ }, {
+ duration: 150,
+ easing: tween.easeOut
+ });
+ // Brief speed boost on beat
+ self.moveSpeed = 5;
+ } else if (beatPulse === 0) {
+ // Return to normal scale and tint
+ tween(graphics, {
+ scaleY: 1,
+ tint: 0xff6666
+ }, {
+ duration: 400,
+ easing: tween.easeInOut
+ });
+ // Normal speed
+ self.moveSpeed = 3;
}
- // Bounce off screen edges
+ // Bounce off screen edges with smooth direction change
if (self.x > 2048 - 150 || self.x < 150) {
self.direction *= -1;
+ // Add a brief flash when bouncing
+ tween(graphics, {
+ tint: 0xffff00
+ }, {
+ duration: 100,
+ onFinish: function onFinish() {
+ tween(graphics, {
+ tint: 0xff6666
+ }, {
+ duration: 200
+ });
+ }
+ });
}
};
return self;
});
@@ -99,16 +166,29 @@
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
+ // Pulse effect on beat with smooth tweening
if (beatPulse > 0) {
- var scale = 1 + beatPulse * 0.3;
- playerGraphics.scaleX = scale;
- playerGraphics.scaleY = scale;
- } else {
- playerGraphics.scaleX = 1;
- playerGraphics.scaleY = 1;
+ // Energetic pulse on beat
+ tween(playerGraphics, {
+ scaleX: 1.3,
+ scaleY: 1.3,
+ tint: 0xffffff
+ }, {
+ duration: 100,
+ easing: tween.easeOut
+ });
+ } else if (beatPulse === 0) {
+ // Return to normal state
+ tween(playerGraphics, {
+ scaleX: 1,
+ scaleY: 1,
+ tint: 0x00ff88
+ }, {
+ duration: 200,
+ easing: tween.easeInOut
+ });
}
};
return self;
});
@@ -124,16 +204,45 @@
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.lifetime--;
- // Beat pulse
+ // Beat pulse with smooth tweening
if (beatPulse > 0) {
- graphics.scaleX = 1.5;
- graphics.scaleY = 1.5;
- } else {
- graphics.scaleX = 1;
- graphics.scaleY = 1;
+ // Dramatic scale and color change on beat
+ tween(graphics, {
+ scaleX: 2,
+ scaleY: 2,
+ tint: 0xffffff
+ }, {
+ duration: 150,
+ easing: tween.easeOut
+ });
+ } else if (beatPulse === 0) {
+ // Return to normal state
+ tween(graphics, {
+ scaleX: 1,
+ scaleY: 1,
+ tint: 0xffaa00
+ }, {
+ duration: 250,
+ easing: tween.easeInOut
+ });
}
+ // Warning effect when lifetime is low
+ if (self.lifetime < 60 && self.lifetime % 10 === 0) {
+ tween(graphics, {
+ tint: 0xff0000
+ }, {
+ duration: 100,
+ onFinish: function onFinish() {
+ tween(graphics, {
+ tint: 0xffaa00
+ }, {
+ duration: 100
+ });
+ }
+ });
+ }
};
return self;
});
@@ -201,16 +310,39 @@
function spawnSpinner() {
var spinner = new ObstacleSpinner();
spinner.x = Math.random() * (2048 - 240) + 120;
spinner.y = Math.random() * (2732 - 240) + 120;
+ // Entrance animation
+ spinner.alpha = 0;
+ spinner.scaleX = 0.3;
+ spinner.scaleY = 0.3;
+ tween(spinner, {
+ alpha: 1,
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 400,
+ easing: tween.easeOut
+ });
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;
+ // Entrance animation - slide in from edge
+ var originalX = wall.x;
+ wall.x = wall.direction === 1 ? -300 : 2348;
+ wall.alpha = 0.5;
+ tween(wall, {
+ x: originalX,
+ alpha: 1
+ }, {
+ duration: 600,
+ easing: tween.easeOut
+ });
obstacles.push(wall);
game.addChild(wall);
}
function spawnProjectile() {
@@ -252,8 +384,31 @@
function spawnDangerZone() {
var zone = new DangerZone();
zone.x = Math.random() * (2048 - 400) + 200;
zone.y = Math.random() * (2732 - 400) + 200;
+ // Entrance animation - fade in with warning pulse
+ zone.alpha = 0;
+ tween(zone, {
+ alpha: 0.4
+ }, {
+ duration: 300,
+ easing: tween.easeIn
+ });
+ // Warning pulse sequence
+ LK.setTimeout(function () {
+ tween(zone, {
+ alpha: 0.8
+ }, {
+ duration: 200
+ });
+ }, 100);
+ LK.setTimeout(function () {
+ tween(zone, {
+ alpha: 0.4
+ }, {
+ duration: 200
+ });
+ }, 300);
dangerZones.push(zone);
game.addChild(zone);
}
// Start music
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