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 (assetId) {
var self = Container.call(this);
var selectedAsset = assetId || 'note';
var noteGraphics = self.attachAsset(selectedAsset, {
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 noteAssets = ['note', 'note_red', 'note_green', 'note_yellow', 'note_purple', 'note_orange', 'note_pink'];
var randomAsset = noteAssets[Math.floor(Math.random() * noteAssets.length)];
var note = new Note(randomAsset);
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
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