User prompt
Que la barra de ritmo este por encima de los enemigos
User prompt
Que la barra de ritmo este por encima de todo
User prompt
As que el suelo sea semi transparente y que recobre la visibilidad cuando el botón de ritmo este en el punto perfecto ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
As que el efecto de vibración sea más fuerte ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Agita un poco la camara a la izquierda o derecha al disparar y al conectar una bala ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Agrégale una textura al jefe
User prompt
Quedan espacios sobrantes, que el suelo cubra todo
User prompt
Que la velocidad de aparición de enemigos aumente al llegar a 1000 puntos
User prompt
Que las balas del player bot haga la mitad de daño a los enemigos
User prompt
Agrega a un player bot, que también siga el ritmo del temporizador y que dispare a los zombies, el bot no acumulará puntos de combos
User prompt
Que la textura de suelo este por debajo de todo y que cubra todo el terreno
User prompt
Agrega una textura de suelo
User prompt
Si una bala también le da a un zombie le agrega al contador un punto
User prompt
Si el jugador también le da a un zombie aumentará un punto al contador
User prompt
Al hacer un combo de 10 todas las balas serán redirigidas al enemigo más cercano ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Agrega un contador de combos , y por cada 5 combos seguidos , una de las balas será dirigida automáticamente a los enemigos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Que las balas giren a la dirección donde fueron disparadas ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Posiciona la barra de ritmo por encima de todos
User prompt
Barra de vida para los jefes
User prompt
Triplica la vida de los jefes
User prompt
Triplica la vida de los jefes y muestra un contador de cuánta vida tiene
User prompt
A partir del jefe 5 que aparezcan jefes dobles
User prompt
Baja un poco más la ubicación del jugador
User prompt
Que cada nuevo jefe tenga 1 más de vida que el anterior y sea el doble de grande que el anterior ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Cada 30 segundos que aparezca un jefe que aumente de tamaño a medida que se acerque al jugador y que tenga 3 de vida ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Boss = Container.expand(function (generation) { var self = Container.call(this); var bossGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); bossGraphics.tint = 0x8B0000; // Dark red tint for boss self.speed = 1; self.generation = generation || 1; self.health = (2 + self.generation) * 3; // First boss has 9 health, second has 12, etc. self.maxHealth = (2 + self.generation) * 3; self.direction = { x: 0, y: 0 }; // Each generation doubles in base size: 1.5 * (2^(generation-1)) self.baseScale = 1.5 * Math.pow(2, self.generation - 1); self.maxScale = self.baseScale * 2.67; // Keep same ratio as original (4/1.5) self.lastDistanceFromPlayer = 0; // Health bar setup var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.y = -80; // Position above boss var healthBarFill = self.attachAsset('healthBarFill', { anchorX: 0, anchorY: 0.5 }); healthBarFill.x = healthBarBg.x - healthBarBg.width / 2; healthBarFill.y = healthBarBg.y; self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; healthBarFill.width = 120 * healthPercent; // Change color based on health if (healthPercent > 0.6) { healthBarFill.tint = 0x00ff00; // Green } else if (healthPercent > 0.3) { healthBarFill.tint = 0xffff00; // Yellow } else { healthBarFill.tint = 0xff0000; // Red } }; // Initialize health bar self.updateHealthBar(); self.update = function () { // Calculate direction toward player every frame var dx = player.x - self.x; var dy = player.y - self.y; var length = Math.sqrt(dx * dx + dy * dy); // Track distance for scaling self.lastDistanceFromPlayer = length; if (length > 0) { self.direction.x = dx / length; self.direction.y = dy / length; } // Scale based on distance to player (closer = bigger) var maxDistance = 1000; // Distance at which boss is at base scale var scaleMultiplier = Math.max(0.5, (maxDistance - length) / maxDistance); var currentScale = self.baseScale + (self.maxScale - self.baseScale) * scaleMultiplier; bossGraphics.scaleX = currentScale; bossGraphics.scaleY = currentScale; self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; // Update health bar self.updateHealthBar(); }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 80; self.direction = { x: 0, y: 0 }; self.isGuided = false; self.setDirection = function (dirX, dirY) { self.direction.x = dirX; self.direction.y = dirY; // Calculate rotation angle based on direction and rotate the bullet graphics var angle = Math.atan2(dirY, dirX); bulletGraphics.rotation = angle; }; self.update = function () { if (self.isGuided) { // Find closest enemy var closestEnemy = null; var closestDistance = Infinity; // Check regular enemies for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } // Check golden enemies for (var i = 0; i < goldenEnemies.length; i++) { var goldenEnemy = goldenEnemies[i]; var dx = goldenEnemy.x - self.x; var dy = goldenEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestEnemy = goldenEnemy; } } // Check bosses for (var i = 0; i < bosses.length; i++) { var boss = bosses[i]; var dx = boss.x - self.x; var dy = boss.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestEnemy = boss; } } // Update direction towards closest enemy if (closestEnemy && closestDistance > 0) { var dx = closestEnemy.x - self.x; var dy = closestEnemy.y - self.y; var length = Math.sqrt(dx * dx + dy * dy); self.direction.x = dx / length; self.direction.y = dy / length; // Update bullet rotation var angle = Math.atan2(dy, dx); bulletGraphics.rotation = angle; } } self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.health = 1; self.direction = { x: 0, y: 0 }; self.update = function () { // Calculate direction toward player every frame var dx = player.x - self.x; var dy = player.y - self.y; var length = Math.sqrt(dx * dx + dy * dy); if (length > 0) { self.direction.x = dx / length; self.direction.y = dy / length; } self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; }; return self; }); var GoldenEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('goldenEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1.5; self.health = 2; self.direction = { x: 0, y: 0 }; self.update = function () { // Calculate direction toward player every frame var dx = player.x - self.x; var dy = player.y - self.y; var length = Math.sqrt(dx * dx + dy * dy); if (length > 0) { self.direction.x = dx / length; self.direction.y = dy / length; } self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.canShoot = false; return self; }); var PowerupCrate = Container.expand(function () { var self = Container.call(this); var crateGraphics = self.attachAsset('powerupCrate', { anchorX: 0.5, anchorY: 0.5 }); self.bobDirection = 1; self.bobSpeed = 0.5; self.baseY = 0; self.update = function () { // Simple bobbing animation self.y += self.bobDirection * self.bobSpeed; var distanceFromBase = Math.abs(self.y - self.baseY); if (distanceFromBase > 10) { self.bobDirection *= -1; } }; return self; }); var RhythmIndicator = Container.expand(function () { var self = Container.call(this); var rhythmBar = self.attachAsset('rhythmBar', { anchorX: 0.5, anchorY: 0.5 }); var perfectZone = self.attachAsset('perfectZone', { anchorX: 0.5, anchorY: 0.5 }); perfectZone.alpha = 0.7; var indicator = self.attachAsset('rhythmIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator.x = -200; self.beatDuration = 1000; self.startTime = 0; self.update = function () { var elapsed = LK.ticks * (1000 / 60) - self.startTime; var progress = elapsed % self.beatDuration / self.beatDuration; indicator.x = -200 + progress * 400; var perfectZoneStart = 150; var perfectZoneEnd = 250; var indicatorPos = 200 + indicator.x; if (indicatorPos >= perfectZoneStart && indicatorPos <= perfectZoneEnd) { player.canShoot = true; perfectZone.tint = 0x27AE60; } else { player.canShoot = false; perfectZone.tint = 0xE67E22; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1A1A2E }); /**** * Game Code ****/ // Create ground texture first to render behind everything var ground = LK.getAsset('ground', { anchorX: 0.5, anchorY: 1 }); ground.x = 1024; // Center horizontally ground.y = 2732; // Position at bottom of screen game.addChild(ground); var player = game.addChild(new Player()); player.x = 1024; player.y = 2400; var rhythmIndicator = new RhythmIndicator(); rhythmIndicator.x = 1024; rhythmIndicator.y = 200; rhythmIndicator.beatDuration = 600; // 100 BPM = 60000ms / 100 beats = 600ms per beat (synchronized with bgmusic) rhythmIndicator.startTime = LK.ticks * (1000 / 60); var enemies = []; var goldenEnemies = []; var bullets = []; var powerupCrates = []; var spawnTimer = 0; var goldenSpawnTimer = 0; var gameSpeed = 1; var bulletCount = 10; var maxBullets = 10; var isReloading = false; var reloadTimer = 0; var shotgunMode = false; var shotgunBulletCount = 1; var bosses = []; var bossSpawnTimer = 0; var bossGeneration = 1; // Track which generation of boss we're spawning var comboCount = 0; var lastShotWasPerfect = false; var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var rhythmTxt = new Text2('Hit the beat!', { size: 40, fill: 0x27AE60 }); rhythmTxt.anchor.set(0.5, 0); rhythmTxt.y = 80; LK.gui.top.addChild(rhythmTxt); var ammoTxt = new Text2('Ammo: 10', { size: 80, fill: 0xFFFFFF }); ammoTxt.anchor.set(0, 1); LK.gui.bottomLeft.addChild(ammoTxt); var comboTxt = new Text2('Combo: 0', { size: 60, fill: 0xFFD700 }); comboTxt.anchor.set(1, 1); LK.gui.bottomRight.addChild(comboTxt); function spawnEnemy() { var enemy = new Enemy(); // Only spawn from top enemy.x = Math.random() * 2048; enemy.y = -50; // Direction will be calculated in enemy.update() to continuously track player enemies.push(enemy); game.addChild(enemy); } function spawnGoldenEnemy() { var goldenEnemy = new GoldenEnemy(); // Only spawn from top goldenEnemy.x = Math.random() * 2048; goldenEnemy.y = -50; // Direction will be calculated in goldenEnemy.update() to continuously track player goldenEnemies.push(goldenEnemy); game.addChild(goldenEnemy); } function spawnBoss() { // Starting from generation 5, spawn double bosses var bossesToSpawn = bossGeneration >= 5 ? 2 : 1; for (var b = 0; b < bossesToSpawn; b++) { var boss = new Boss(bossGeneration); // Spawn from top with some horizontal spacing for double bosses if (bossesToSpawn === 2) { boss.x = Math.random() * 1024 + b * 1024; // Split screen into two halves } else { boss.x = Math.random() * 2048; } boss.y = -100; bosses.push(boss); game.addChild(boss); } // Visual feedback for boss spawn LK.effects.flashScreen(0x8B0000, 1000); if (bossesToSpawn === 2) { rhythmTxt.setText('DOUBLE BOSS LV' + bossGeneration + ' INCOMING!'); } else { rhythmTxt.setText('BOSS LV' + bossGeneration + ' INCOMING!'); } rhythmTxt.tint = 0x8B0000; // Increment boss generation for next spawn bossGeneration++; } function shootBullet(targetX, targetY) { if (bulletCount <= 0 || isReloading) { rhythmTxt.setText('Reloading...'); rhythmTxt.tint = 0xFFFF00; return; } if (!player.canShoot) { rhythmTxt.setText('Wrong timing!'); rhythmTxt.tint = 0xE74C3C; // Reset combo on wrong timing comboCount = 0; comboTxt.setText('Combo: ' + comboCount); lastShotWasPerfect = false; // Consume bullet even on wrong timing bulletCount--; ammoTxt.setText('Ammo: ' + bulletCount); // Add failure effect LK.effects.flashScreen(0xFF4444, 300); // Check if need to reload if (bulletCount <= 0) { isReloading = true; reloadTimer = 120; // 2 seconds at 60 FPS ammoTxt.setText('Reloading...'); ammoTxt.tint = 0xFFFF00; } return; } rhythmTxt.setText('Perfect!'); rhythmTxt.tint = 0x27AE60; // Increment combo count on perfect shot comboCount++; comboTxt.setText('Combo: ' + comboCount); lastShotWasPerfect = true; bulletCount--; ammoTxt.setText('Ammo: ' + bulletCount); if (bulletCount <= 0) { isReloading = true; reloadTimer = 120; // 2 seconds at 60 FPS ammoTxt.setText('Reloading...'); ammoTxt.tint = 0xFFFF00; } // Calculate base direction var dx = targetX - player.x; var dy = targetY - player.y; var length = Math.sqrt(dx * dx + dy * dy); var baseAngle = Math.atan2(dy, dx); // Check if we should create a guided bullet (every 5 combos) or redirect all bullets (every 10 combos) var shouldCreateGuided = comboCount > 0 && comboCount % 5 === 0 && lastShotWasPerfect; var shouldRedirectAll = comboCount > 0 && comboCount % 10 === 0 && lastShotWasPerfect; if (shotgunMode) { // Fire bullets based on accumulated shotgun count var totalBullets = shotgunBulletCount; var spreadRange = 0.8; // Total spread range in radians var angleStep = totalBullets > 1 ? spreadRange / (totalBullets - 1) : 0; var startAngle = baseAngle - spreadRange / 2; for (var s = 0; s < totalBullets; s++) { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; var angle = totalBullets > 1 ? startAngle + s * angleStep : baseAngle; bullet.setDirection(Math.cos(angle), Math.sin(angle)); // Make first bullet guided if combo condition is met, or all bullets if combo 10 if (s === 0 && shouldCreateGuided || shouldRedirectAll) { bullet.isGuided = true; // Visual feedback for guided bullet var bulletColor = shouldRedirectAll ? 0xFFD700 : 0x00FFFF; // Gold for combo 10, cyan for combo 5 tween(bullet, { tint: bulletColor }, { duration: 200 }); } bullets.push(bullet); game.addChild(bullet); } } else { // Fire single bullet var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullet.setDirection(dx / length, dy / length); // Make bullet guided if combo condition is met if (shouldCreateGuided || shouldRedirectAll) { bullet.isGuided = true; // Visual feedback for guided bullet var bulletColor = shouldRedirectAll ? 0xFFD700 : 0x00FFFF; // Gold for combo 10, cyan for combo 5 tween(bullet, { tint: bulletColor }, { duration: 200 }); } bullets.push(bullet); game.addChild(bullet); } // Show special feedback for combo milestones if (shouldRedirectAll) { rhythmTxt.setText('ALL SHOTS GUIDED! Combo x' + comboCount); rhythmTxt.tint = 0xFFD700; LK.effects.flashScreen(0xFFD700, 500); } else if (shouldCreateGuided) { rhythmTxt.setText('GUIDED SHOT! Combo x' + comboCount); rhythmTxt.tint = 0x00FFFF; LK.effects.flashScreen(0x00FFFF, 300); } LK.getSound('shoot').play(); } game.down = function (x, y, obj) { shootBullet(x, y); }; game.update = function () { spawnTimer++; goldenSpawnTimer++; bossSpawnTimer++; if (spawnTimer >= 120 / gameSpeed) { spawnEnemy(); spawnTimer = 0; } // Spawn golden enemy every 10 seconds (600 ticks at 60 FPS) if (goldenSpawnTimer >= 600) { spawnGoldenEnemy(); goldenSpawnTimer = 0; } // Spawn boss every 30 seconds (1800 ticks at 60 FPS) if (bossSpawnTimer >= 1800) { spawnBoss(); bossSpawnTimer = 0; } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (bullet.x < -50 || bullet.x > 2098 || bullet.y < -50 || bullet.y > 2782) { bullet.destroy(); bullets.splice(i, 1); continue; } // Check bullet-enemy collisions for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { LK.setScore(LK.getScore() + 10); scoreTxt.setText('Score: ' + LK.getScore()); // Add combo point for hitting enemy comboCount++; comboTxt.setText('Combo: ' + comboCount); LK.getSound('hit').play(); LK.effects.flashObject(enemy, 0xFFFFFF, 200); bullet.destroy(); bullets.splice(i, 1); enemy.destroy(); enemies.splice(j, 1); break; } } // Check bullet-golden enemy collisions for (var j = goldenEnemies.length - 1; j >= 0; j--) { var goldenEnemy = goldenEnemies[j]; if (bullet.intersects(goldenEnemy)) { goldenEnemy.health--; // Add combo point for hitting golden enemy comboCount++; comboTxt.setText('Combo: ' + comboCount); LK.getSound('hit').play(); LK.effects.flashObject(goldenEnemy, 0xFFFFFF, 200); bullet.destroy(); bullets.splice(i, 1); if (goldenEnemy.health <= 0) { LK.setScore(LK.getScore() + 50); scoreTxt.setText('Score: ' + LK.getScore()); // Drop powerup crate at golden enemy position var crate = new PowerupCrate(); crate.x = goldenEnemy.x; crate.y = goldenEnemy.y; crate.baseY = goldenEnemy.y; powerupCrates.push(crate); game.addChild(crate); goldenEnemy.destroy(); goldenEnemies.splice(j, 1); } else { LK.setScore(LK.getScore() + 10); scoreTxt.setText('Score: ' + LK.getScore()); } break; } } // Check bullet-boss collisions for (var j = bosses.length - 1; j >= 0; j--) { var boss = bosses[j]; if (bullet.intersects(boss)) { boss.health--; boss.updateHealthBar(); // Update health bar immediately // Add combo point for hitting boss comboCount++; comboTxt.setText('Combo: ' + comboCount); LK.getSound('hit').play(); LK.effects.flashObject(boss, 0xFFFFFF, 200); bullet.destroy(); bullets.splice(i, 1); if (boss.health <= 0) { LK.setScore(LK.getScore() + 100); scoreTxt.setText('Score: ' + LK.getScore()); // Visual feedback for boss defeat LK.effects.flashScreen(0x00FF00, 800); rhythmTxt.setText('BOSS DEFEATED!'); rhythmTxt.tint = 0x00FF00; boss.destroy(); bosses.splice(j, 1); } else { LK.setScore(LK.getScore() + 20); scoreTxt.setText('Score: ' + LK.getScore()); } break; } } // Check bullet-powerup crate collisions for (var j = powerupCrates.length - 1; j >= 0; j--) { var crate = powerupCrates[j]; if (bullet.intersects(crate)) { // Check if we haven't reached the maximum of 2 crates var maxShotgunBullets = 9; // 3^2 = 9 (maximum 2 crates accumulated) if (shotgunBulletCount < maxShotgunBullets) { // Enable shotgun mode and triple bullet count shotgunMode = true; shotgunBulletCount *= 3; // Visual feedback LK.effects.flashScreen(0x8e44ad, 500); rhythmTxt.setText('Shotgun x' + shotgunBulletCount + '!'); rhythmTxt.tint = 0x8e44ad; } else { // Maximum reached, show different feedback LK.effects.flashScreen(0xFFD700, 300); rhythmTxt.setText('Max Shotgun!'); rhythmTxt.tint = 0xFFD700; } // Remove crate and bullet bullet.destroy(); bullets.splice(i, 1); crate.destroy(); powerupCrates.splice(j, 1); break; } } } // Update enemies for (var k = enemies.length - 1; k >= 0; k--) { var enemy = enemies[k]; if (enemy.intersects(player)) { LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); return; } if (enemy.x < -100 || enemy.x > 2148 || enemy.y < -100 || enemy.y > 2832) { enemy.destroy(); enemies.splice(k, 1); } } // Update golden enemies for (var k = goldenEnemies.length - 1; k >= 0; k--) { var goldenEnemy = goldenEnemies[k]; if (goldenEnemy.intersects(player)) { LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); return; } if (goldenEnemy.x < -100 || goldenEnemy.x > 2148 || goldenEnemy.y < -100 || goldenEnemy.y > 2832) { goldenEnemy.destroy(); goldenEnemies.splice(k, 1); } } // Update bosses for (var k = bosses.length - 1; k >= 0; k--) { var boss = bosses[k]; if (boss.intersects(player)) { LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); return; } if (boss.x < -200 || boss.x > 2248 || boss.y < -200 || boss.y > 2932) { boss.destroy(); bosses.splice(k, 1); } } // Update and cleanup powerup crates for (var k = powerupCrates.length - 1; k >= 0; k--) { var crate = powerupCrates[k]; if (crate.x < -100 || crate.x > 2148 || crate.y < -100 || crate.y > 2832) { crate.destroy(); powerupCrates.splice(k, 1); } } // Handle reloading if (isReloading) { reloadTimer--; if (reloadTimer <= 0) { bulletCount = maxBullets; isReloading = false; ammoTxt.setText('Ammo: ' + bulletCount); ammoTxt.tint = 0xFFFFFF; } } // Increase difficulty over time if (LK.getScore() > 0 && LK.getScore() % 100 === 0 && LK.ticks % 60 === 0) { gameSpeed += 0.1; rhythmIndicator.beatDuration = Math.max(600, rhythmIndicator.beatDuration - 50); } }; // Add rhythm indicator last to ensure it renders above all other elements game.addChild(rhythmIndicator); LK.playMusic('bgmusic'); ;
===================================================================
--- original.js
+++ change.js
@@ -274,8 +274,16 @@
/****
* Game Code
****/
+// Create ground texture first to render behind everything
+var ground = LK.getAsset('ground', {
+ anchorX: 0.5,
+ anchorY: 1
+});
+ground.x = 1024; // Center horizontally
+ground.y = 2732; // Position at bottom of screen
+game.addChild(ground);
var player = game.addChild(new Player());
player.x = 1024;
player.y = 2400;
var rhythmIndicator = new RhythmIndicator();
@@ -675,16 +683,8 @@
gameSpeed += 0.1;
rhythmIndicator.beatDuration = Math.max(600, rhythmIndicator.beatDuration - 50);
}
};
-// Create ground texture
-var ground = LK.getAsset('ground', {
- anchorX: 0.5,
- anchorY: 1
-});
-ground.x = 1024; // Center horizontally
-ground.y = 2732; // Position at bottom of screen
-game.addChild(ground);
// Add rhythm indicator last to ensure it renders above all other elements
game.addChild(rhythmIndicator);
LK.playMusic('bgmusic');
;
\ No newline at end of file
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