User prompt
tmm oldu süper
User prompt
şimdi alt ve üst kısa kaldı tam ekrana orantılı yap
User prompt
şimdi baslama resmini tam olarak ekrana göre ayarla yanlar biraz açılsın köşelere
User prompt
evet tamam şimdi yazlarıda kaldır başlama ekranından
User prompt
hala önde dediğl baslama resmi
User prompt
hala önde değil
User prompt
bu LK.init.image('baslama', {width:1000, height:1000, id:'683fd119be567e5f8e2059cf'}) resimi herşeyin önünde olacak ilk ekran bu olacak lütfen yap
User prompt
oyunun ilk ekranı (baslama) resimi olacak
User prompt
kardeşim anlamıyormusun en baştaki resim basla resmi olacak önünde hiç yazı resim olamayacak ana ekran açıldığında oyun açıldığında sadece baslama resmi olacak starta basıldığında diğerleri olacak
User prompt
hala aynı önünde çok şey var yazılar melodiler önünde oyun baslama ekranında sadece ama sadece baslama resmi olacak sadece
User prompt
baslam resminin öündüne hiç bir resim yaz olmayacak sadece baslama resmi olacak sadece baslama resmi dediklerimi yap
User prompt
baslam resmini en başşa en öne al ve boyutlarını 9.16 yap
User prompt
hata var düzelt dediklerimi uygula
User prompt
hala star ekranında melodiler ve notalar var beni iyi dinle ekranda sadece baslama olacak sadece baslama
User prompt
hala meldoiler ve notalar onları başla ekranından kaldır girişte sadece baslama ekranı resmi olacak
User prompt
start ekranında sadece basla resmi olsun lütfen
User prompt
başla ekranında sadece baslama resmi olsun
User prompt
meodiler notalar start denildiğinde görünsün başlama ekranında olmasın melodiler notalar
User prompt
oyun başlama ekranını bu( baslama) resimi ekle star btonunu bu resime al
User prompt
mikron ses aldığını yada ses gelmediğini gösteer bir ikon ekle ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
sesimi alıyormu saniye beklesin gerçek notayı bulunca sesli ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
FaceKit entegrasyonu — sesi veya performansı yönlendirdiği yer ekle ve sese göre do dediğin melodi1 resmi do notası re dediğinde melodi2 mi dediğinde mi notası melodi3 fa dediğinde sesli yani hepsi melodi4 ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < tiles.length; i++) {' Line Number: 134
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'scoreTxt.visible = visible;' Line Number: 122
User prompt
oyun start bölümü ekle ve start resmini düğme olarak kullan
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Tile class: represents a melody image tile in the grid var Tile = Container.expand(function () { var self = Container.call(this); // Properties self.tileIndex = -1; // index in the tiles array // Attach asset (melody image based on index) var melodyIds = ['melodi1', 'melodi2', 'melodi3', 'melodi4']; var tileAsset = self.attachAsset(melodyIds[self.tileIndex >= 0 ? self.tileIndex : 0], { anchorX: 0.5, anchorY: 0.5 }); // Set image (for initialization, called after tileIndex is set) self.setImage = function (idx) { // Remove old asset if exists if (tileAsset && tileAsset.parent) { tileAsset.parent.removeChild(tileAsset); } var melodyId = melodyIds[idx]; var newAsset = self.attachAsset(melodyId, { anchorX: 0.5, anchorY: 0.5 }); // Set size to TILE_SIZE newAsset.width = TILE_SIZE; newAsset.height = TILE_SIZE; // Save reference tileAsset = newAsset; }; // Flash animation for showing sequence or feedback self.flash = function (duration, highlightColor, _onFinish) { // Play sound effect based on tile index var soundNames = ['do', 're', 'mi', 'fa']; if (self.tileIndex >= 0 && self.tileIndex < soundNames.length) { LK.getSound(soundNames[self.tileIndex]).play(); } // Animate alpha to 0.5, then back to 1 for feedback tween(tileAsset, { alpha: 0.5 }, { duration: duration / 2, easing: tween.easeIn, onFinish: function onFinish() { tween(tileAsset, { alpha: 1 }, { duration: duration / 2, easing: tween.easeOut, onFinish: _onFinish }); } }); }; // Down event: called when player taps this tile self.down = function (x, y, obj) { if (game.inputEnabled) { game.handleTileTap(self.tileIndex); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // --- START SCREEN --- // Show only the baslama image on top of everything at start, hide all other UI and tiles var startScreen = new Container(); // Calculate baslama image size to fully cover the screen proportionally (no cropping, no empty bars) var baslamaOrigW = 1000; var baslamaOrigH = 1000; var screenW = 2048; var screenH = 2732; // Scale so that the image fills the screen in both directions (no bars), but does not crop (fit inside) var baslamaScale = Math.max(screenW / baslamaOrigW, screenH / baslamaOrigH); var baslamaWidth = baslamaOrigW * baslamaScale; var baslamaHeight = baslamaOrigH * baslamaScale; // Center the image var baslamaImg = LK.getAsset('baslama', { anchorX: 0.5, anchorY: 0.5, x: screenW / 2, y: screenH / 2, width: baslamaWidth, height: baslamaHeight }); startScreen.addChild(baslamaImg); game.addChild(startScreen); // Always bring startScreen to top after all children are added game.setChildIndex(startScreen, game.children.length - 1); // Hide or show all UI and tiles except baslama image function setGameUIVisible(visible) { // Show/hide all UI and tiles except baslama image if (scoreTxt) scoreTxt.visible = visible; if (levelTxt) levelTxt.visible = visible; if (timerTxt) timerTxt.visible = visible; if (instructionTxt) instructionTxt.visible = visible; if (typeof tiles !== "undefined" && tiles && tiles.length) { for (var i = 0; i < tiles.length; i++) { if (tiles[i]) { tiles[i].visible = visible; if (tiles[i].children && tiles[i].children.length > 0) { for (var j = 0; j < tiles[i].children.length; j++) { tiles[i].children[j].visible = visible; } } } } } // Only show baslama image if visible is false (start screen) if (typeof startScreen !== "undefined" && startScreen) startScreen.visible = !visible; } // On load, show only baslama image and hide everything else setGameUIVisible(false); // Start button event (tap anywhere on baslama image) baslamaImg.down = function (x, y, obj) { // Hide baslama image, show all UI and tiles setGameUIVisible(true); // Make sure baslama image is not on top anymore if (typeof startScreen !== "undefined" && startScreen && startScreen.parent) { startScreen.parent.setChildIndex(startScreen, 0); } startGame(); }; // --- CONFIGURATION --- var GRID_SIZE = 2; // 2x2 grid (classic Simon style) var TILE_GAP = 120; // px gap between tiles - increased spacing var TILE_SIZE = 500; // px, will be scaled for iPad Pro - larger tiles var TILE_COLORS = [0xff3b30, 0x34c759, 0x007aff, 0xffcc00]; // red, green, blue, yellow var TILE_HIGHLIGHT = [0xff8880, 0x88ffb0, 0x80b0ff, 0xfff680]; // lighter highlight for each color var SEQUENCE_START_LENGTH = 3; var SEQUENCE_GROWTH = 1; var SEQUENCE_MAX_LENGTH = 100; var SHOW_STEP_BASE_DURATION = 500; // ms, will get faster var SHOW_STEP_MIN_DURATION = 200; // ms var INPUT_TIME_LIMIT = 5000; // ms per sequence (decreases as level increases) var TILE_FLASH_FEEDBACK = 250; // ms // --- ASSETS --- for (var i = 0; i < TILE_COLORS.length; i++) {} // generic, color set later // --- STATE --- var tiles = []; // array of Tile instances var sequence = []; // array of tile indices (the pattern to repeat) var playerInput = []; // array of tile indices (player's taps) var currentStep = 0; // which step in the sequence is being shown var showingSequence = false; var inputTimer = null; var inputTimeLeft = 0; var level = 1; var inputEnabled = false; var score = 0; // --- UI --- // Text UI is created only after the game starts, not on the baslama screen var scoreTxt, levelTxt, timerTxt, instructionTxt; // --- GAME LOGIC --- // Helper: center grid on screen function getTilePos(row, col) { var gridW = GRID_SIZE * TILE_SIZE + (GRID_SIZE - 1) * TILE_GAP; var gridH = GRID_SIZE * TILE_SIZE + (GRID_SIZE - 1) * TILE_GAP; var startX = (2048 - gridW) / 2 + TILE_SIZE / 2; var startY = (2732 - gridH) / 2 + TILE_SIZE / 2 + 100; // +100 to avoid top menu return { x: startX + col * (TILE_SIZE + TILE_GAP), y: startY + row * (TILE_SIZE + TILE_GAP) }; } // Create grid of tiles for (var row = 0; row < GRID_SIZE; row++) { for (var col = 0; col < GRID_SIZE; col++) { var idx = row * GRID_SIZE + col; var tile = new Tile(); tile.tileIndex = idx; tile.setImage(idx); // Set the melody image for this tile var pos = getTilePos(row, col); tile.x = pos.x; tile.y = pos.y; tiles.push(tile); game.addChild(tile); } } // --- GAME STATE MANAGEMENT --- // Start a new game function startGame() { sequence = []; playerInput = []; currentStep = 0; showingSequence = false; level = 1; score = 0; inputEnabled = false; // Create text UI now (after baslama image is hidden) if (!scoreTxt) { scoreTxt = new Text2('0', { size: 140, fill: 0xFFFFFF, font: "'Arial Black', 'Helvetica-Bold', sans-serif", fontWeight: 'bold' }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); } if (!levelTxt) { levelTxt = new Text2('Level 1', { size: 90, fill: 0xFFFFFF, font: "'Arial Black', 'Helvetica-Bold', sans-serif", fontWeight: 'bold' }); levelTxt.anchor.set(0.5, 0); LK.gui.top.addChild(levelTxt); levelTxt.y = 130; } if (!timerTxt) { timerTxt = new Text2('', { size: 90, fill: 0xFFCC00, font: "'Arial Black', 'Helvetica-Bold', sans-serif", fontWeight: 'bold' }); timerTxt.anchor.set(0.5, 0); LK.gui.top.addChild(timerTxt); timerTxt.y = 230; } if (!instructionTxt) { instructionTxt = new Text2('Watch the sequence!', { size: 80, fill: 0xFFFFFF, font: "'Arial Black', 'Helvetica-Bold', sans-serif", fontWeight: 'bold' }); instructionTxt.anchor.set(0.5, 0); LK.gui.top.addChild(instructionTxt); instructionTxt.y = 330; } updateScore(); updateLevel(); nextRound(); } // Start next round (add to sequence, show it) function nextRound() { playerInput = []; inputEnabled = false; // Add new random tile to sequence if (sequence.length < SEQUENCE_MAX_LENGTH) { for (var i = 0; i < SEQUENCE_GROWTH; i++) { var nextIdx = Math.floor(Math.random() * tiles.length); sequence.push(nextIdx); } } currentStep = 0; showSequence(); } // Show the sequence to the player function showSequence() { showingSequence = true; inputEnabled = false; instructionTxt.setText('Watch the sequence!'); var stepDuration = Math.max(SHOW_STEP_BASE_DURATION - (level - 1) * 30, SHOW_STEP_MIN_DURATION); // Helper: show all tile images (make visible when game starts) function showAllTiles() { for (var i = 0; i < tiles.length; i++) { tiles[i].visible = true; if (tiles[i].children.length > 0) { for (var j = 0; j < tiles[i].children.length; j++) { tiles[i].children[j].visible = true; } } } } // Always show all tiles before sequence showAllTiles(); function showStep(step) { if (step >= sequence.length) { showingSequence = false; // Do NOT hide tiles for memory challenge; keep them visible enableInput(); return; } var idx = sequence[step]; // More pronounced visual feedback during sequence showing var tile = tiles[idx]; // Scale up the tile to make it more obvious tween(tile, { scaleX: 1.2, scaleY: 1.2 }, { duration: stepDuration / 3, easing: tween.easeOut, onFinish: function onFinish() { // Scale back down tween(tile, { scaleX: 1.0, scaleY: 1.0 }, { duration: stepDuration / 3, easing: tween.easeIn, onFinish: function onFinish() { LK.setTimeout(function () { showStep(step + 1); }, 100); } }); } }); // Also keep the flash effect tiles[idx].flash(stepDuration, TILE_HIGHLIGHT[idx], function () { // Flash completed }); } showStep(0); } // Enable player input function enableInput() { inputEnabled = true; game.inputEnabled = true; instructionTxt.setText('Repeat the sequence!'); inputTimeLeft = Math.max(INPUT_TIME_LIMIT - (level - 1) * 200, 2000); updateTimerText(); if (inputTimer) { LK.clearInterval(inputTimer); } inputTimer = LK.setInterval(function () { inputTimeLeft -= 100; updateTimerText(); if (inputTimeLeft <= 0) { inputEnabled = false; game.inputEnabled = false; LK.clearInterval(inputTimer); inputTimer = null; failSequence(); } }, 100); } // Handle player tapping a tile game.handleTileTap = function (tileIdx) { if (!inputEnabled || showingSequence) return; playerInput.push(tileIdx); // Play sound effect immediately when tapped var soundNames = ['do', 're', 'mi', 'fa']; if (tileIdx >= 0 && tileIdx < soundNames.length) { LK.getSound(soundNames[tileIdx]).play(); } // Flash feedback (no hiding/showing, just flash effect) tiles[tileIdx].flash(TILE_FLASH_FEEDBACK, TILE_HIGHLIGHT[tileIdx], function () { // No need to hide or show tile images; always visible }); // Check correctness var expected = sequence[playerInput.length - 1]; if (tileIdx !== expected) { inputEnabled = false; game.inputEnabled = false; if (inputTimer) { LK.clearInterval(inputTimer); inputTimer = null; } // Play wrong answer sound LK.getSound('zort').play(); // Flash red LK.effects.flashScreen(0xff0000, 800); LK.setTimeout(function () { LK.showGameOver(); }, 800); return; } // If correct and finished input if (playerInput.length === sequence.length) { if (inputTimer) { LK.clearInterval(inputTimer); inputTimer = null; } // Play success sound LK.getSound('yes').play(); // Success! Increase score, level, and go to next round score += sequence.length; level += 1; updateScore(); updateLevel(); // Flash green LK.effects.flashScreen(0x00ff00, 400); LK.setTimeout(function () { nextRound(); }, 500); } }; // Player failed to input in time function failSequence() { inputEnabled = false; game.inputEnabled = false; // Play wrong answer sound LK.getSound('zort').play(); // Flash red LK.effects.flashScreen(0xff0000, 800); LK.setTimeout(function () { LK.showGameOver(); }, 800); } // Update score display function updateScore() { scoreTxt.setText(score); LK.setScore(score); } // Update level display function updateLevel() { levelTxt.setText('Level ' + level); } // Update timer display function updateTimerText() { if (!inputEnabled) { timerTxt.setText(''); return; } var sec = Math.ceil(inputTimeLeft / 100) / 10; timerTxt.setText(sec.toFixed(1) + 's'); } // --- BACKGROUND MUSIC --- LK.playMusic('piano'); // --- GAME EVENT HOOKS --- // On game reset, show only baslama image and hide all UI game.on('reset', function () { setGameUIVisible(false); // Bring baslama image to front again after reset if (typeof startScreen !== "undefined" && startScreen && startScreen.parent) { startScreen.parent.setChildIndex(startScreen, startScreen.parent.children.length - 1); } }); // --- DRAGGING DISABLED --- // No dragging or move events needed for this game // --- WIN CONDITION --- // If player reaches max sequence length, show win function checkWin() { if (sequence.length >= SEQUENCE_MAX_LENGTH) { LK.effects.flashScreen(0x00ff00, 1000); LK.setTimeout(function () { LK.showYouWin(); }, 1000); } } // --- GAME UPDATE LOOP --- game.update = function () { // Nothing needed here for this game // Timer is handled by inputTimer // Could check for win checkWin(); // Always bring baslama image to top if visible if (typeof startScreen !== "undefined" && startScreen && startScreen.visible && startScreen.parent) { startScreen.parent.setChildIndex(startScreen, startScreen.parent.children.length - 1); } };
===================================================================
--- original.js
+++ change.js
START BUTTON. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A single glowing blue melody symbol in the center, surrounded by soft blue light, abstract sound waves gently radiating outward, dreamy and minimalistic background, magical atmosphere, high contrast lighting, perfect for a music-themed game, 4K, highly detailed. In-Game asset. 2d. High contrast. No shadows
A single glowing green melody symbol in the center, surrounded by soft blue light, abstract sound waves gently radiating outward, dreamy and minimalistic background, magical atmosphere, high contrast lighting, perfect for a music-themed game, 4K, highly detailed. In-Game asset. 2d. High contrast. No shadows
A single glowing red melody symbol in the center, surrounded by soft blue light, abstract sound waves gently radiating outward, dreamy and minimalistic background, magical atmosphere, high contrast lighting, perfect for a music-themed game, 4K, highly detailed. In-Game asset. 2d. High contrast. No shadows
A single glowing yellow melody symbol in the center, surrounded by soft blue light, abstract sound waves gently radiating outward, dreamy and minimalistic background, magical atmosphere, high contrast lighting, perfect for a music-themed game, 4K, highly detailed. In-Game asset. 2d. High contrast. No shadows
A vertical 9:16 mobile game start screen for a music-themed game called "Melody Memory". A glowing blue melody symbol floats in the center, with dreamy blue and purple gradient background. Soft abstract sound waves and light particles surround the symbol. At the top, stylish title text "Melody Memory" in elegant font. In the center, a prominent "Start Game" button with a glowing, rounded design. At the bottom, soft hint text saying "Tap to Start". Futuristic, minimalistic, high contrast, cinematic lighting, 4K, high quality, mobile UI friendly.. In-Game asset. 2d. High contrast. No shadows