User prompt
microphone'nin seviyesi 1 oldukda 1 notadan 10% energy 2 seviye oldukda 20% energy 3 seviye oldukda 30% energy 4 seviye oldukda 40% energy 5 seviye oldukda 40% energy ve 6 seviye oldukda 50% energy alsin ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
speakeri biraz sola kaydir
User prompt
speaker biraz daha yukaridan dursun
User prompt
speaker birazdaha yukaridan dursun
User prompt
mikrofonun 1 seviyesinde 1 notadan 100 puan 2seviyesinde 200 puan 3 seviyeside 300 puan 4 seviyesinde 400 puan 5seviyesinde 500 puan ve 6seviyesinde ise 600 puan alacak
User prompt
bombaya degip kaybederken bir ses ciksin
User prompt
oyuna 6 tane farkli renkte daha nota asseti yukle ve onlarda random olarak siralardan dussun
User prompt
speakerin yanindaki energyBarBg'yi sil
User prompt
speakeri sol ust koseye yerlestirip biraz uzat
User prompt
Power yazisini, Microphone Power Level olarak degistir
User prompt
ilk basta nota birazcik daha fazla gelsin
User prompt
Energy yazisinin yanina faize uygun bir bar ve bar asseti yuklre
User prompt
EnergyBarFill assetini sil
User prompt
EnergyBarFill simmetrik olarak ters tarafa yerlestir
User prompt
EnergyBar fill asgiya dusur
User prompt
EnergyBarFill biraz daha asagida dursun
User prompt
EnergyBarFill biraz daha asagida dursu
User prompt
EnergyBarFill biraz asagida dusun
User prompt
EnergyBarFill Energy: yazisinin altinda dursun
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'energyBarFill.x = energyTxt.x + 250;' Line Number: 109
User prompt
EnergyBarFil Energy yazisinin yaninda yatay bir sekilde dursun
User prompt
speaker ve bari biraz daha asagi dusur
User prompt
speaker skordan biraz daha asagida ve power bariyla ayni uzunlukta olsun
User prompt
Power seakerin yaninda dikey bir sekilde olsun ,speaker ise biraz daha uzun olsun
User prompt
Energy yazisi skorunun yaninda birkac mesafe oturulmus sekilde dursun
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bomb = Container.expand(function () { var self = Container.call(this); var bombGraphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.lane = 0; self.update = function () { self.y += self.speed; }; return self; }); var Microphone = Container.expand(function () { var self = Container.call(this); var micGraphics = self.attachAsset('microphone', { anchorX: 0.5, anchorY: 0.5 }); self.collectRadius = 80; self.power = 1; return self; }); var Note = Container.expand(function () { var self = Container.call(this); var noteGraphics = self.attachAsset('note', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.lane = 0; self.update = function () { self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ // Game dimensions and lane setup var LANE_COUNT = 7; var LANE_WIDTH = 2048 / LANE_COUNT; var lanes = []; var lanePositions = []; // Initialize lane positions for (var i = 0; i < LANE_COUNT; i++) { lanePositions.push((i + 0.5) * LANE_WIDTH); } // Draw lane dividers for (var i = 1; i < LANE_COUNT; i++) { var laneDiv = game.addChild(LK.getAsset('lane', { anchorX: 0.5, anchorY: 0 })); laneDiv.x = i * LANE_WIDTH; laneDiv.y = 0; } // Create speaker at top left corner var speaker = game.addChild(LK.getAsset('speaker', { anchorX: 0, anchorY: 0, width: 300, height: 400 })); speaker.x = 150; speaker.y = 100; // Create microphone var microphone = game.addChild(new Microphone()); microphone.x = 2048 / 2; microphone.y = 2600; // Game state variables var notes = []; var bombs = []; var energy = 100; var maxEnergy = 100; var energyDecayRate = 0.15; var noteSpawnRate = 20; var bombSpawnRate = 180; var lastPowerUp = 0; // Score display var scoreTxt = new Text2('0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.y = 50; // Energy display var energyTxt = new Text2('Energy: 100%', { size: 60, fill: 0x2ECC71 }); energyTxt.anchor.set(0, 0); LK.gui.top.addChild(energyTxt); energyTxt.x = scoreTxt.x + 200; energyTxt.y = 50; // Energy bar fill var energyBarFill = LK.gui.top.addChild(LK.getAsset('energyBarFill', { anchorX: 0, anchorY: 0.5 })); energyBarFill.x = energyTxt.x; energyBarFill.y = energyTxt.y + 80; // Power level display var powerTxt = new Text2('Microphone Power Level: 1', { size: 50, fill: 0xF39C12 }); powerTxt.anchor.set(0.5, 0); LK.gui.top.addChild(powerTxt); powerTxt.y = 230; // Touch controls var dragNode = null; game.down = function (x, y, obj) { dragNode = microphone; microphone.x = Math.max(75, Math.min(2048 - 75, x)); }; game.move = function (x, y, obj) { if (dragNode) { microphone.x = Math.max(75, Math.min(2048 - 75, x)); } }; game.up = function (x, y, obj) { dragNode = null; }; // Helper functions function spawnNote() { var note = new Note(); var laneIndex = Math.floor(Math.random() * LANE_COUNT); note.lane = laneIndex; note.x = lanePositions[laneIndex]; note.y = -30; notes.push(note); game.addChild(note); } function spawnBomb() { var bomb = new Bomb(); var laneIndex = Math.floor(Math.random() * LANE_COUNT); bomb.lane = laneIndex; bomb.x = lanePositions[laneIndex]; bomb.y = -30; bombs.push(bomb); game.addChild(bomb); } function collectNote(note) { // Increase energy energy = Math.min(maxEnergy, energy + 8 * microphone.power); // Increase score LK.setScore(LK.getScore() + 100); // Play sound LK.getSound('collectNote').play(); // Visual effect LK.effects.flashObject(speaker, 0x2ecc71, 200); // Remove note note.destroy(); var noteIndex = notes.indexOf(note); if (noteIndex > -1) { notes.splice(noteIndex, 1); } } function hitBomb() { // Play sound LK.getSound('bombHit').play(); // Flash screen red LK.effects.flashScreen(0xe74c3c, 1000); // Game over LK.showGameOver(); } function updateEnergyBar() { var energyPercent = energy / maxEnergy; // Update energy text energyTxt.setText('Energy: ' + Math.floor(energyPercent * 100) + '%'); // Update energy bar fill scale energyBarFill.scaleX = energyPercent; // Change color based on energy level if (energyPercent > 0.6) { energyTxt.fill = "#2ecc71"; energyBarFill.tint = 0x2ECC71; } else if (energyPercent > 0.3) { energyTxt.fill = "#f39c12"; energyBarFill.tint = 0xF39C12; } else { energyTxt.fill = "#e74c3c"; energyBarFill.tint = 0xE74C3C; } } function checkPowerUp() { var currentScore = LK.getScore(); var powerLevel = Math.floor(currentScore / 10000) + 1; if (powerLevel > microphone.power) { microphone.power = powerLevel; powerTxt.setText('Microphone Power Level: ' + microphone.power); // Visual effect for power up LK.effects.flashObject(microphone, 0xf39c12, 1000); // Increase microphone size slightly tween(microphone, { scaleX: 1.2, scaleY: 1.2 }, { duration: 300 }); tween(microphone, { scaleX: 1, scaleY: 1 }, { duration: 300 }); } } function updateDifficulty() { var currentScore = LK.getScore(); // Increase bomb spawn rate with score var difficultyMultiplier = 1 + currentScore / 50000; var adjustedBombSpawnRate = Math.max(60, bombSpawnRate / difficultyMultiplier); return adjustedBombSpawnRate; } // Start background music LK.playMusic('bgMusic'); // Main game loop game.update = function () { // Decay energy over time energy = Math.max(0, energy - energyDecayRate); // Check for game over condition if (energy <= 0) { LK.showGameOver(); return; } // Update energy bar updateEnergyBar(); // Update score display scoreTxt.setText(LK.getScore().toString()); // Check for power ups checkPowerUp(); // Spawn notes if (LK.ticks % noteSpawnRate === 0) { spawnNote(); } // Spawn bombs with increasing difficulty var currentBombSpawnRate = updateDifficulty(); if (LK.ticks % Math.floor(currentBombSpawnRate) === 0) { spawnBomb(); } // Update and check notes for (var i = notes.length - 1; i >= 0; i--) { var note = notes[i]; // Initialize tracking variables if (note.lastY === undefined) note.lastY = note.y; if (note.lastCollected === undefined) note.lastCollected = false; // Check if note went off screen if (note.lastY <= 2732 && note.y > 2732) { note.destroy(); notes.splice(i, 1); continue; } // Check collision with microphone var distance = Math.sqrt(Math.pow(note.x - microphone.x, 2) + Math.pow(note.y - microphone.y, 2)); var currentCollected = distance < microphone.collectRadius; if (!note.lastCollected && currentCollected) { collectNote(note); continue; } // Update tracking variables note.lastY = note.y; note.lastCollected = currentCollected; } // Update and check bombs for (var j = bombs.length - 1; j >= 0; j--) { var bomb = bombs[j]; // Initialize tracking variables if (bomb.lastY === undefined) bomb.lastY = bomb.y; if (bomb.lastHit === undefined) bomb.lastHit = false; // Check if bomb went off screen if (bomb.lastY <= 2732 && bomb.y > 2732) { bomb.destroy(); bombs.splice(j, 1); continue; } // Check collision with microphone var bombDistance = Math.sqrt(Math.pow(bomb.x - microphone.x, 2) + Math.pow(bomb.y - microphone.y, 2)); var currentHit = bombDistance < microphone.collectRadius; if (!bomb.lastHit && currentHit) { hitBomb(); return; } // Update tracking variables bomb.lastY = bomb.y; bomb.lastHit = currentHit; } };
===================================================================
--- original.js
+++ change.js
@@ -79,16 +79,8 @@
height: 400
}));
speaker.x = 150;
speaker.y = 100;
-// Energy bar setup
-var energyBarBg = game.addChild(LK.getAsset('energyBarBg', {
- anchorX: 0.5,
- anchorY: 0.5
-}));
-energyBarBg.rotation = Math.PI / 2;
-energyBarBg.x = speaker.x + 350;
-energyBarBg.y = speaker.y + 200;
// Create microphone
var microphone = game.addChild(new Microphone());
microphone.x = 2048 / 2;
microphone.y = 2600;
2D golgesiz bir bomba. In-Game asset. 2d. High contrast. No shadows
2D do notasini mavi renkte golgesiz hazirla. In-Game asset. 2d. High contrast. No shadows
2D yesil renkte golgesiz re notasini yap. In-Game asset. 2d. High contrast. No shadows
turuncu renkte 2d mi notasini yarat. In-Game asset. 2d. High contrast. no shadows
2d golgesiz pembe bir do notasi olustur/. In-Game asset. 2d. High contrast. No shadows
2d purple golgesiz bir nota olustur. In-Game asset. 2d. High contrast. No shadows
2d kirmiz renkte golgesiz bir nota olustur. In-Game asset. 2d. High contrast. No shadows
2d yellow renkte golgesiz bir nota olustur. In-Game asset. 2d. High contrast. No shadows
kenarlara sahip parlak kirmizi renke sahip yatay bir bar olustur. In-Game asset. 2d. High contrast. No shadows
2d one bakan duz aciya sahip golgesiz bir speaker yap. In-Game asset. 2d. High contrast. No shadows