User prompt
Daha az nota olsun ama notalar yavaş yavaş hizlansin
User prompt
Anime kız assetini sil
User prompt
Biraz daha
User prompt
Biraz daha yukarı al anime kızını
User prompt
Anime kızını en alt tarafa al
User prompt
Ana menüde anime kızı dursun
User prompt
Oyun arkaplanında dans eden gitarlı bir kadın olsun
User prompt
Ana menü arka planı gökyüzü olsun
User prompt
Oyunun ismi Rhythm arena oldu
User prompt
Ana menü ekle
User prompt
Lane butonunun etrafında nota vuruşu yapınca ışık çıksın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Her nota vuruşundan sonra altta ışık çıksın efekt amaçlı ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Her nota vuruşundan sonra efekt gelsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Hit Zone ve lane butonunu dah büyük yap
User prompt
Her lanede ses değişsin en soldaki en incesi en sağdaki en kalını olsun
User prompt
Arkaplan da müzik olsun müzik eşliğinde ritimle oynansın
User prompt
Eğer ki laneler dede yanlış basarsak 1 canımız gitsin
User prompt
Skoru da orta üst tarafa getir
User prompt
Combo score ve canı orta üst tarafa getir
User prompt
3 canımız olsun her hata da 1 can gitsin
User prompt
Notaların hızını arttır ama notaların sayısını azalt
User prompt
Note 1 ve note 3 yi tek kullan
User prompt
5 farklı nota olsun ve her biri rastgele gelsin
User prompt
Toweri sil
User prompt
Arkada müzik olsun ve her yolda tuş olsun
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Lane = Container.expand(function (laneIndex) {
var self = Container.call(this);
var laneGraphics = self.attachAsset('lane', {
anchorX: 0.5,
anchorY: 0
});
var hitZone = self.attachAsset('hitZone', {
anchorX: 0.5,
anchorY: 0.5
});
var laneButton = self.attachAsset('laneButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.laneIndex = laneIndex;
self.x = 2048 / 6 * (laneIndex + 1);
hitZone.y = 2500;
hitZone.alpha = 0.3;
laneButton.y = 2550;
laneButton.alpha = 0.7;
return self;
});
var Note = Container.expand(function () {
var self = Container.call(this);
// Randomly select note type (1 or 3 only)
var noteTypes = [1, 3];
self.noteType = noteTypes[Math.floor(Math.random() * 2)];
var noteAssetId = 'note' + self.noteType;
var noteGraphics = self.attachAsset(noteAssetId, {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 6;
self.lane = 0;
self.isActive = true;
self.update = function () {
if (self.isActive) {
self.y += self.speed;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a2e
});
/****
* Game Code
****/
// Game states
var gameState = 'menu'; // 'menu' or 'playing'
var menuBackground;
var menuTitle;
var playButton;
var instructionsText;
// Game variables
var lanes = [];
var notes = [];
var score = 0;
var combo = 0;
var gameSpeed = 1;
var spawnTimer = 0;
var lives = 3;
var scoreTxt;
var comboTxt;
var feedbackTxt;
var livesTxt;
var feedbackTimer = 0;
// Create main menu
function createMainMenu() {
// Menu background - sky
menuBackground = LK.getAsset('skyBackground', {
anchorX: 0.5,
anchorY: 0.5
});
menuBackground.x = 2048 / 2;
menuBackground.y = 2732 / 2;
game.addChild(menuBackground);
// Menu title
menuTitle = new Text2('RHYTHM\nARENA', {
size: 120,
fill: 0xFFFFFF
});
menuTitle.anchor.set(0.5, 0.5);
menuTitle.x = 2048 / 2;
menuTitle.y = 800;
game.addChild(menuTitle);
// Play button
playButton = LK.getAsset('laneButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 1.5,
tint: 0x00ff00
});
playButton.x = 2048 / 2;
playButton.y = 1400;
game.addChild(playButton);
// Play button text
var playButtonText = new Text2('PLAY', {
size: 80,
fill: 0xFFFFFF
});
playButtonText.anchor.set(0.5, 0.5);
playButtonText.x = 2048 / 2;
playButtonText.y = 1400;
game.addChild(playButtonText);
// Instructions
instructionsText = new Text2('Tap the lanes to hit notes\nwith perfect timing!\n\nDefend your tower!', {
size: 60,
fill: 0xFFFFFF
});
instructionsText.anchor.set(0.5, 0.5);
instructionsText.x = 2048 / 2;
instructionsText.y = 1800;
game.addChild(instructionsText);
}
// Create game elements
function createGameElements() {
// Create lanes
for (var i = 0; i < 5; i++) {
var lane = new Lane(i);
lanes.push(lane);
game.addChild(lane);
}
// Create UI text
scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.x = 0;
scoreTxt.y = 30;
comboTxt = new Text2('Combo: 0', {
size: 40,
fill: 0xFFFF00
});
comboTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(comboTxt);
comboTxt.x = 0;
comboTxt.y = 80;
livesTxt = new Text2('Lives: 3', {
size: 50,
fill: 0xFF0000
});
livesTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(livesTxt);
livesTxt.x = 0;
livesTxt.y = 140;
feedbackTxt = new Text2('', {
size: 80,
fill: 0x00FF00
});
feedbackTxt.anchor.set(0.5, 0.5);
LK.gui.center.addChild(feedbackTxt);
}
// Initialize menu
createMainMenu();
function spawnNote() {
var note = new Note();
var laneIndex = Math.floor(Math.random() * 5);
note.lane = laneIndex;
note.x = lanes[laneIndex].x;
note.y = -50;
// Start with slower initial speed, but increase more dramatically over time
note.speed = 4 + gameSpeed * 1.2;
notes.push(note);
game.addChild(note);
}
function checkNoteHit(note, timing) {
var distance = Math.abs(note.y - 2500);
var perfectRange = 30;
var goodRange = 60;
if (distance <= perfectRange) {
// Perfect hit
score += 100 + combo * 10;
combo++;
showFeedback('PERFECT!', 0x00ff00);
LK.getSound('lane' + note.lane).play();
// Add hit effect - scale up and fade out
tween(note, {
scaleX: 2,
scaleY: 2,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut
});
// Add light effect at bottom
var lightEffect = LK.getAsset('hitZone', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 0.5,
alpha: 0.8,
tint: 0xFFFFFF
});
lightEffect.x = note.x;
lightEffect.y = 2500;
game.addChild(lightEffect);
// Animate light effect
tween(lightEffect, {
scaleX: 5,
scaleY: 1,
alpha: 0
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
lightEffect.destroy();
}
});
return true;
} else if (distance <= goodRange) {
// Good hit
score += 50 + combo * 5;
combo++;
showFeedback('GOOD', 0xffff00);
LK.getSound('lane' + note.lane).play();
// Add hit effect - scale up and fade out
tween(note, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 250,
easing: tween.easeOut
});
// Add light effect at bottom
var lightEffect = LK.getAsset('hitZone', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.5,
scaleY: 0.4,
alpha: 0.6,
tint: 0xFFFF00
});
lightEffect.x = note.x;
lightEffect.y = 2500;
game.addChild(lightEffect);
// Animate light effect
tween(lightEffect, {
scaleX: 4,
scaleY: 0.8,
alpha: 0
}, {
duration: 350,
easing: tween.easeOut,
onFinish: function onFinish() {
lightEffect.destroy();
}
});
return true;
} else {
// Miss
combo = 0;
showFeedback('MISS', 0xff0000);
LK.getSound('miss').play();
return false;
}
}
function showFeedback(text, color) {
feedbackTxt.setText(text);
feedbackTxt.tint = color;
feedbackTxt.alpha = 1;
feedbackTimer = 60; // Show for 1 second
}
function updateUI() {
scoreTxt.setText('Score: ' + score);
comboTxt.setText('Combo: ' + combo);
livesTxt.setText('Lives: ' + lives);
if (feedbackTimer > 0) {
feedbackTimer--;
feedbackTxt.alpha = feedbackTimer / 60;
}
}
game.down = function (x, y, obj) {
if (gameState === 'menu') {
// Check if play button was clicked
if (playButton && Math.abs(x - playButton.x) < 300 && Math.abs(y - playButton.y) < 90) {
// Start game
gameState = 'playing';
// Remove menu elements
if (menuBackground) menuBackground.destroy();
if (menuTitle) menuTitle.destroy();
if (playButton) playButton.destroy();
if (instructionsText) instructionsText.destroy();
// Create game elements
createGameElements();
// Start background music
LK.playMusic('bgmusic', {
loop: true
});
// Add button press effect
tween(playButton, {
scaleX: 1.8,
scaleY: 1.3
}, {
duration: 100,
easing: tween.easeOut
});
}
return;
}
// Game playing state
if (gameState === 'playing') {
// Check which lane was tapped
var tappedLane = -1;
for (var i = 0; i < lanes.length; i++) {
var laneX = lanes[i].x;
if (Math.abs(x - laneX) < 150) {
tappedLane = i;
// Add visual feedback when button is pressed
LK.effects.flashObject(lanes[i], 0xffffff, 200);
// Add button press effect - scale down and back up
var laneButton = lanes[i].children[2]; // Lane button is the 3rd child
tween(laneButton, {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(laneButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
easing: tween.easeOut
});
}
});
break;
}
}
if (tappedLane === -1) return;
// Find the closest note in that lane
var closestNote = null;
var closestDistance = Infinity;
for (var i = 0; i < notes.length; i++) {
var note = notes[i];
if (note.lane === tappedLane && note.isActive) {
var distance = Math.abs(note.y - 2500);
if (distance < closestDistance && distance < 100) {
closestDistance = distance;
closestNote = note;
}
}
}
if (closestNote) {
var hit = checkNoteHit(closestNote, 0);
if (hit) {
closestNote.isActive = false;
closestNote.destroy();
var index = notes.indexOf(closestNote);
if (index > -1) {
notes.splice(index, 1);
}
}
} else {
// No note found in tapped lane - wrong tap
lives--;
combo = 0;
showFeedback('WRONG LANE!', 0xff0000);
LK.getSound('miss').play();
// Check if game over
if (lives <= 0) {
LK.showGameOver();
}
}
}
};
game.update = function () {
if (gameState === 'playing') {
// Spawn notes with musical rhythm
spawnTimer++;
// Reduced note frequency - spawn every 60 ticks (1 second at 60fps) initially
var baseSpawnRate = 60;
// Keep spawn rate more stable, reduce frequency less aggressively
var spawnRate = Math.max(baseSpawnRate - Math.floor(LK.ticks / 7200), 45); // Slower tempo increase
if (spawnTimer >= spawnRate) {
spawnNote();
spawnTimer = 0;
}
// Update notes
for (var i = notes.length - 1; i >= 0; i--) {
var note = notes[i];
if (!note.isActive) continue;
// Check if note reached the bottom without being hit
if (note.y > 2550) {
combo = 0;
lives--;
showFeedback('MISSED!', 0xff0000);
LK.getSound('miss').play();
note.destroy();
notes.splice(i, 1);
// Check if game over
if (lives <= 0) {
LK.showGameOver();
}
continue;
}
// Remove notes that are way off screen
if (note.y > 2800) {
note.destroy();
notes.splice(i, 1);
}
}
// Increase difficulty over time
if (LK.ticks % 1200 === 0) {
// Every 20 seconds
gameSpeed += 0.2; // Faster speed increase
}
// Update UI
updateUI();
// Update score in LK system
LK.setScore(score);
}
}; ===================================================================
--- original.js
+++ change.js
@@ -174,9 +174,10 @@
var laneIndex = Math.floor(Math.random() * 5);
note.lane = laneIndex;
note.x = lanes[laneIndex].x;
note.y = -50;
- note.speed = 6 + gameSpeed * 0.5;
+ // Start with slower initial speed, but increase more dramatically over time
+ note.speed = 4 + gameSpeed * 1.2;
notes.push(note);
game.addChild(note);
}
function checkNoteHit(note, timing) {
@@ -385,12 +386,12 @@
game.update = function () {
if (gameState === 'playing') {
// Spawn notes with musical rhythm
spawnTimer++;
- // Base rhythm on 120 BPM (beats per minute) - spawn every 30 ticks (0.5 seconds at 60fps)
- var baseSpawnRate = 30;
- // Adjust spawn rate based on musical progression
- var spawnRate = Math.max(baseSpawnRate - Math.floor(LK.ticks / 3600), 20); // Gradually increase tempo
+ // Reduced note frequency - spawn every 60 ticks (1 second at 60fps) initially
+ var baseSpawnRate = 60;
+ // Keep spawn rate more stable, reduce frequency less aggressively
+ var spawnRate = Math.max(baseSpawnRate - Math.floor(LK.ticks / 7200), 45); // Slower tempo increase
if (spawnTimer >= spawnRate) {
spawnNote();
spawnTimer = 0;
}
@@ -418,11 +419,11 @@
notes.splice(i, 1);
}
}
// Increase difficulty over time
- if (LK.ticks % 1800 === 0) {
- // Every 30 seconds
- gameSpeed += 0.1;
+ if (LK.ticks % 1200 === 0) {
+ // Every 20 seconds
+ gameSpeed += 0.2; // Faster speed increase
}
// Update UI
updateUI();
// Update score in LK system