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Please fix the bug: 'Cannot read properties of undefined (reading '0')' in or related to this line: 'var lightBeam = LK.getAsset('laneDivider', {' Line Number: 197
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Gradient Backgrounds That React to Music Background colors shift smoothly based on the song’s energy and tempo. Glowing Lane Borders Each lane has soft neon edges that pulse in sync with the beat. Dynamic Lighting on the Ball The player ball has a glow that changes intensity and color with combos or perfect hits. Particle Trails for Movement As the ball moves, it leaves behind colored particles and sparkles that fade out smoothly. Color-Matched Impact Effects When the ball hits a correct color, a burst of light explodes briefly in matching hues. Transparent, Stylized UI Elements Score, combo, and pause buttons have minimalistic, semi-transparent designs that don't distract. Soft Camera Shake on Perfects Subtle screen shake adds excitement during high combo streaks or perfect matches. Animated Background Elements Floating stars, light beams, or moving shapes in the background add depth and motion. Sound-Reactive Lane Patterns The road itself flashes or waves slightly based on bass hits or melody lines. Custom Skins with Visual Flair Unlockable ball skins with trails, glitter, or effects (e.g. fire, electric, rainbow themes). ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Swipe or Tap to Switch Lanes Player can switch between 3 horizontal lanes using left/right swipes or A–D keys. Ball Rolls Automatically Forward The player controls only left/right movement; the ball moves forward at a steady rhythm. Match Colors to Score Points Hit objects that match the ball's current color to gain points. Hitting a different color ends the streak or causes a fail. Color Change Gates The ball changes color when passing through glowing gates, forcing the player to adapt. Music-Synced Obstacles Items, obstacles, and movement patterns sync with the beat of the background music. Progressive Speed Increase The game gradually becomes faster, increasing difficulty as the song progresses. Combo & Score System Consecutive correct hits increase combo and multiplier for high scores. Vibrant Visual Effects Trails, sparkles, and pulses follow the ball and obstacles in sync with music. Obstacle Avoidance Players must avoid falling off, hitting walls, or clashing with wrong-colored blocks. Unlockable Skins & Tracks Players can unlock new songs, backgrounds, and ball skins as they progress.
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chane the circles
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Please fix the bug: 'Cannot read properties of undefined (reading 'createElement')' in or related to this line: 'var canvas = document.createElement('canvas');' Line Number: 116
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change the design
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'textObj.style.fill = color;' Line Number: 131
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Performance & Optimization Batch canvas draws. Combine lane lines, static UI, and background into a cached layer that is redrawn only when the window resizes, cutting per-frame draw calls in half. Reuse objects. Keep hit-line and particle objects in a pool; recycle them instead of creating new ones every hit to reduce garbage collection spikes. Cap note queue. Spawn notes only a few seconds before they’re visible; free them as soon as they pass the hit window to keep memory usage flat. Throttle animation math. Use requestAnimationFrame for visuals and a fixed-timestep loop for game logic so physics stays stable on both 60 Hz and 144 Hz monitors. Lazy-load audio. Decode each song on first play and store in a weak map; unload when not used for 5 minutes to keep RAM footprint low.
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Performance & Optimization Batch canvas draws. Combine lane lines, static UI, and background into a cached layer that is redrawn only when the window resizes, cutting per-frame draw calls in half. Reuse objects. Keep hit-line and particle objects in a pool; recycle them instead of creating new ones every hit to reduce garbage collection spikes. Cap note queue. Spawn notes only a few seconds before they’re visible; free them as soon as they pass the hit window to keep memory usage flat. Throttle animation math. Use requestAnimationFrame for visuals and a fixed-timestep loop for game logic so physics stays stable on both 60 Hz and 144 Hz monitors. Lazy-load audio. Decode each song on first play and store in a weak map; unload when not used for 5 minutes to keep RAM footprint low.
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Key-Mapping Accuracy Lock each key to its lane. A → Top lane (leftmost letter on the staff). S → Middle lane. D → Bottom lane. Reject stray input. A press on A should never activate an S or D note even if the timing is perfect; filter by lane first, then judge timing. Visual confirmation. When the player hits the correct key on time, flash the matching lane letter and draw the beam only on that lane. Incorrect-lane presses should trigger a red shake on the letter and award no points. Key-remap safety. If the player remaps keys, prevent duplicates and instantly update the on-screen letters so muscle memory matches what they see. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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🎮 Patch Notes – Gameplay & Visual Update (v 1.1) (English, bullet-point format as requested) Target Zone Relocation The hit circles are no longer on the right edge of each lane; they now sit along the bottom edge of the screen, one beneath each lane. Notes travel downward toward these circles, aligning better with natural eye movement and freeing lateral space for future UI elements. Brighter Background Palette Replaced the dark gray/black backdrop with a light, low-saturation gradient (soft teal → mist blue). Increased overall contrast so lane colors (Cyan, Magenta, Yellow) remain vivid without straining the eyes. Score & Combo HUD Repositioning Moved the scoreboard to the upper-middle of the screen (center-top) for immediate visibility. Enlarged font size by 15 % and added a subtle drop shadow to keep text legible against the new lighter background. Key Mapping Verification A → Top lane, S → Middle lane, D → Bottom lane confirmed and locked; remap screen now prevents duplicate assignments. Each letter label glows only when its own note is pressed at the exact moment it reaches the circle—mis-timed presses no longer trigger adjacent lane feedback. Input Feedback Refinement Perfect hits generate a solid beam straight upward from the circle; Good hits use a dotted beam; Misses flash a short red spark. Beam length auto-scales to fit the new vertical lane layout. Background Music & Note Sync Recalculated note spawn timing to compensate for vertical travel distance so every note still arrives precisely on beat. Accessibility Tweaks Added a high-contrast “Day Mode” toggle: swaps the pastel gradient for a near-white backdrop and thickens lane outlines. All color cues are now paired with unique shapes (▲ ■ ●) for color-blind players. Minor Fixes Resolved a bug where combo counter reset visually but not internally after three consecutive misses. Optimized canvas redraw to maintain 60 FPS on lower-end devices. Summary: Targets are now at the bottom, the game’s look is brighter, the score sits centre-top, and key–lane behavior is airtight. Enjoy clearer visuals and more intuitive timing! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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fix the code
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🔤 Letters A, S, D – Placement and Visual Design in the Game 📍 Where the Letters Appear The game screen has three horizontal lanes (top, middle, bottom). At the far right end of each lane is a target circle where players must hit notes. Directly above each target circle, place a large, glowing letter indicating the key to press: Lane Letter Keyboard Key Top lane A A key Middle lane S S key Bottom lane D D key ✨ Visual Style for the Letters Letters should be big and bold, so players can easily see them at a glance. Each letter is colored to match its lane’s theme color: A (top lane): Cyan / Turquoise S (middle lane): Magenta / Pink D (bottom lane): Yellow Example layout on screen: mathematica Kopyala Düzenle ───────────── ← Top lane O ● ← Target circle A ← Big glowing letter (Cyan) ───────────── ← Middle lane O ● S ← Big glowing letter (Magenta) ───────────── ← Bottom lane O ● D ← Big glowing letter (Yellow) 💡 Animations for the Letters When the player presses the correct key at the right time: The letter glows brighter (100% opacity). It grows slightly bigger (about 120% size) for 1 second, then gently returns to normal size. When the player presses incorrectly or misses timing: The letter briefly turns red. It shakes left and right (~3-4 pixels) for about 0.2 seconds to give negative feedback. 🎮 Why Use These Letters? The letters serve as clear reminders of which key controls each lane. They help new players instantly understand the controls without needing extra instructions. Because the letters are always visible near the targets, players develop muscle memory quickly. This improves gameplay flow and reduces confusion. 🔄 Optional Accessibility Feature For players with color vision difficulties, you can add a shape mode where each lane’s letter is replaced by a unique shape (e.g., ▲ ■ ●) along with color coding. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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🎮 Rhythm Game Full Redesign & Update Brief Title: Core Gameplay & Visual Update v1.0.0 Goal: Improve clarity, feedback, and user experience across all areas of the game — from layout to controls and visuals. 🔁 1. Gameplay Core Overhaul Redesign the gameplay to follow a 3-lane horizontal layout (Top, Middle, Bottom). Notes will travel from left to right along each lane and must be hit when they reach the target circle on the far right. 🎯 2. Note Hit System Replace all radial "hit" animations with a horizontal beam line that fires across the lane when the player hits the correct key: Perfect hit → solid glowing line, full lane color. Good hit → dotted line, 70% opacity. Miss → short red spark with small screen shake. Timing windows: Perfect = ±40ms Good = ±100ms Miss = anything beyond 100ms 🎮 3. Controls & Key Bindings Assign clear keyboard mappings: A → Top lane S → Middle lane D → Bottom lane Display large glowing letters (A, S, D) right above each lane’s target circle. Letters should animate slightly when their key is pressed correctly. Default layout should support remapping later (optional). 📊 4. Score, Combo, Accuracy HUD Create a single central HUD bar at the top-center of the screen showing: Total Score Current Combo Accuracy grade (Perfect, Good, Miss) HUD color and text glow increases as the combo rises: Normal: light gray 10 Combo: blue glow 50 Combo: golden glow 100 Combo: pulse + confetti effect 💥 5. Visual Feedback When a key is hit: The circle target glows briefly (white for Perfect, soft color for Good). A smooth, satisfying line beam shoots out to the left. Score pops visually with "+3", "+1", or "-". If the player misses: The entire lane flashes red for 0.2s. Combo resets to zero. Combo text shatters visually. 🧠 6. Difficulty Dynamics (Optional) Increase note speed by +3% every 10 Perfect hits (max +20%) Decrease speed by -3% after 3 Misses (minimum base speed) ⚙️ 7. Customization & Accessibility Allow key remapping in settings. Offer color-blind mode (shapes instead of color: ▲ ■ ●) Add volume sliders for: Background Music Hit Sound FX Miss Sound FX Optional metronome bar at the top of the screen to help new players learn timing. ✅ 8. General Polish Smooth UI animations (score rolls, combo pulses, hit spark fades) Smoother note movement synced to BPM Song and level selection screen (for future expansion) Tutorial mode: short guide explaining controls, timing, and scoring system 🎵 This update will make the game feel smooth, rewarding, responsive, and visually clean. It's a full rebuild of the core loop — focused on clarity, timing, fun, and satisfying feedback. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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FİX THE GAME ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Cannot set properties of undefined (setting 'dropShadow')' in or related to this line: 'keyLabel.style.dropShadow = true;' Line Number: 171
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1. HUD & Performance Display Placement Pin a unified performance bar (Score | Combo | Accuracy) dead-centre along the very top edge of the screen. Width ≈ 40 % of viewport; height ≈ 8 % of viewport, so it dominates peripheral vision but never overlaps the falling notes. Typography Typeface: bold, rounded sans-serif for legibility. Dynamic colouring: Base state: soft white text on 40 % opaque charcoal panel. At every 10-hit combo the panel’s outline brightens; at 50-, 100-, 200-hit milestones the entire bar shifts to gold for 1 s. Count-up animation for Score (rolling odometer) and spring-scale animation (+10 % size) for Combo increases. 2. Definitive Key-to-Lane System (the “Letter Job”) 2.1 Key Allocation Lane Keyboard Key Rationale Left A Far-left key under resting index finger. Middle S Centred, natural pivot. Right D Far-right of three; easy reach. 2.2 On-Screen Glyph Anchors Oversized Glyphs Above Targets Directly above each bottom-lane circle, render an extra-large capital letter (A, S, D) at ~ 6 % of viewport height. Stroke weight: 4 px; fill uses the lane’s primary colour (Left = Cyan, Middle = Magenta, Right = Yellow). Add a subtle drop-shadow for readability on bright backgrounds. Glow & Motion Letter glyph glows gently at all times (opacity 50 %). When its lane registers a Perfect hit, the glyph briefly blazes to 100 % opacity and scales to 120 % before easing back. On a Miss, glyph desaturates and shakes horizontally 4 px for 0.15 s to reinforce “wrong timing.” Mobile / Touch Variant Replace the glyph with a translucent “tap pad” retaining the letter label in the centre. Pad diameter equals the target circle’s diameter × 1.3, ensuring easy thumb hits. 3. Lane Architecture & Note Behaviour 3.1 Lane Layout Three horizontal tracks stacked vertically (not vertical columns) to mimic a musical staff—top, middle, bottom—each separated by 8 % of viewport height. Notes slide left → right (or right → left, choose one; maintain consistency) along these tracks. 3.2 Note Entities Sprites: stylised musical notes matching lane colour. Each note carries a timing window: Perfect = within ±40 ms of beat arrival at centre of target circle. Good = ±100 ms. 4. “Line Hit” Feedback – replacing radial flashes When the player presses the key as a note overlaps its target circle: Impact Line (Signature Effect) Spawn a thin light-beam line that shoots horizontally from the circle’s centre across the full width of the lane. Perfect hit → line is solid, 2 px thick, full lane colour, travels at 900 px/s, fades in 0.4 s. Good hit → dashed line, 1 px thick, 70 % opacity, same fade. Miss → a short (25 %) red dash fires then fizzles in 0.2 s, indicating failure. Circle Pulse The bottom target circle shrinks to 80 % size on contact, then overshoots to 110 % and settles, giving a tactile “press-in” illusion. Sound Layer Perfect hit plays a crisp hi-hat click layered atop song. Good hit plays a softer rim-shot. Miss triggers a muted low-pass thud. This “impact line” reinforces rhythm flow visually, echoing the classic lane-strike aesthetic of arcade rhythm games while differentiating Perfect vs Good vs Miss states at a glance. 5. Combo & Difficulty Dynamics Combo Meter Numeric value sits beneath the main HUD bar, centred, sized at 4 % viewport height. Every 10 Perfects: combo text colour cycles through a hue wheel (cyan → lime → amber → pink). Adaptive Speed Rolling accuracy ≥ 85 % for 8 consecutive beats: escalate note velocity +3 % (cumulative to +20 %). Accuracy ≤ 60 % for 8 consecutive beats: reduce velocity –3 % (floors at base speed). Pattern Variation High combo segments unlock syncopated double-taps and sustained “hold” notes (lines the player must hold the key for across two beats). After 3 consecutive Misses, inject a one-measure rest to prevent overwhelm. 6. Accessibility & Customisation Full Key Remap Screen Left/Mid/Right lanes selectable; each listens for user keystroke to assign. Warn on duplicate assignment; allow gamepad or MIDI input. Colour-Blind Modes Presets: Deuteranopia, Protanopia, Tritanopia. Alternate mode swaps lane colours for unique glyph shapes (▲, ■, ●) while retaining original palette. Audio Assist Independent sliders: Master Music Hit Sounds Miss Sounds Visual Beat Guide toggle: faint metronome bar flashes at top of screen for players needing extra timing help. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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1. Center-Top Score, Combo & Accuracy HUD Place all performance feedback—current score, active combo, and real-time accuracy grade—together in a single HUD bar anchored to the exact horizontal midpoint of the screen and flush with the upper edge. Designing it this way keeps the player’s eyes on the action while making key statistics impossible to miss. Layout & Sizing Use a wide, translucent backing panel that spans roughly 40 % of screen width. Inside the panel, arrange information left-to-right: Score ➜ Combo ➜ Accuracy. Give each metric a large, semibold font (at least 6 % of viewport height) and reserve a generous 1 % gap between them so the text never feels cramped, even on narrow mobile devices. Styling & Readability Employ a neutral base color (soft white or light gray) and add a gentle outer glow that intensifies whenever the combo climbs by another 10 hits; this passive pulse advertises momentum without stealing focus from falling notes. When a player crosses major combo milestones—50, 100, 200—briefly shift the panel’s accent color to gold and show a short-lived radial burst behind the numbers to celebrate the achievement. Dynamic Updates Score increments should animate smoothly (rolling digits) to reinforce reward. Combo text should scale up 10 % and fade back whenever it increases, while a miss forces the combo value to snap to zero in red, then fade back to default color. 2. Explicit Key-to-Lane Mapping Tie each of the three vertical lanes definitively to a single keyboard button and reinforce that mapping visually from the very first frame of gameplay: Lane Key Visual Cue Left A Tiny “A” glyph sits just above the bottom-lane target circle, rendered in the same lane color. Middle S Center lane label “S” follows the same styling. Right D Right lane label “D”, consistent styling. Rationale: Clear, ever-present labels prevent onboarding friction. Even if a player walks away and returns days later, the mapping is instantly recalled because it was never hidden. Color Harmony: Pick a distinct hue for each lane (e.g., cyan-pink-yellow), and recolor the key glyph in that same hue so brain + muscle memory link them instinctively. Mobile Adaptation: For touch devices, replace glyphs with semitransparent tappable pads over each bottom target circle—still colored and labeled, just finger-friendly. 3. Feedback & Reward Loops Successful Hit Lane Flash: Ring surrounding the bottom circle emits a quick, 0.2-second radial flash whose brightness depends on timing quality (white = Perfect, pastel = Good). Sound Stinger: Overlay a short “ding” sample, pitched higher for Perfect, lower for Good, layered atop the existing song so it feels musical. Particle Spark: Emit 8-12 micro-particles that accelerate upward, reinforcing the notion of energy release. Missed Hit Lane Tint: Entire lane momentarily washes red, desaturating back to normal over 0.3 s. Thud FX: Play a low-passed, muffled thump—just loud enough to convey error without becoming intrusive. Combo Break: Combo counter instantly resets; a glass-shatter animation overlays the combo number to drive the lesson home. Combo Meter Flair Every 10 consecutive Perfects, give the HUD a subtle heartbeat pulse and flash a mini-banner “STREAK x10!” just beneath the combo value. Beyond 50-hit streaks, stack passive buffs (e.g., slight score multiplier) to motivate precision play. 4. Adaptive Challenge (Optional but Adds Depth) Speed Scaling Track player accuracy over a rolling 8-beat window. If ≥ 80 % are Perfect, gradually raise global note fall speed by 3 % per 8 beats until a 20 % cap is hit. If accuracy dips below 60 %, lower speed in similar increments to keep frustration low. Pattern Density On sustained high streaks (> 100), insert syncopated “double-note” bursts to surprise advanced players. Conversely, after three consecutive misses, insert a short rest measure to let newcomers reset. 5. Accessibility & Customisation Key Remapping Provide a simple settings toggle: Left Lane Key, Middle Lane Key, Right Lane Key. Defaults are A / S / D, but players can choose alternatives (e.g., J / K / L) or even map to gamepad buttons. Color-Blind Assist The lane/target circles gain unique shapes (triangle, square, circle) in addition to color. Allow a high-contrast mode that darkens the background and brightens note lanes. Volume & Beat Assist Separate sliders for music, hit sounds, and miss sounds so players with sensory sensitivity can tune experience. Summary By centralizing the score and combo indicators at the top, mapping lanes to A / S / D, and layering rich audiovisual feedback loops, this design maximizes clarity and satisfaction. Optional adaptive difficulty and robust accessibility settings ensure the game scales gracefully from casual newcomers to hardcore rhythm enthusiasts, all without relying on camera input. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'comboText.style.fill = 0xFFAA00; // Reset combo color to default' Line Number: 362
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Center-Top Score & Combo Display Position the live score, combo counter, and accuracy grade centrally at the very top of the screen. Use a large, legible font with subtle glow so it’s always in the player’s eye-line without obscuring falling notes. Key-to-Lane Mapping Left lane → A key Middle lane → S key Right lane → D key Show faint key labels just above each bottom-lane circle so new players instantly know which key matches which lane. Visual & Audio Feedback Enhancements (optional but recommended) When a note is hit, flash the corresponding lane border and play a short success sound (different pitch for “Perfect” vs. “Good”). Missed notes briefly tint the lane red and play a muted thud to reinforce timing cues. Combo Meter Styling As the combo rises, gradually change the score text color (e.g., from white → gold) and add a gentle pulsing animation every 10-hit milestone. At major combo thresholds (50, 100, 200) trigger a screen-wide particle burst to reward sustained accuracy. Dynamic Difficulty (optional) If the player maintains a high combo, slightly speed up note fall rate to keep challenge engaging; slow it down after multiple misses. Accessibility Options Include a settings toggle to remap keys (e.g., J, K, L for right-hand play). Offer a color-blind mode that swaps note/lanes to distinct shapes rather than relying solely on color. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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i want change
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Beat Drop
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Create a 2D rhythm game with the following core structure: 🎵 Gameplay Mechanics: The game screen is divided vertically into 3 horizontal lines (lanes). Notes (musical symbols or dots) fall from the top of the screen down along each lane. At the bottom of each lane, there is a circle or target area where the player is supposed to hit the note. ⌨️ Player Input: Each lane is mapped to a specific key (for example: Left lane → A Middle lane → S Right lane → D) When a note reaches the circular zone at the bottom of a lane, the player must press the corresponding key exactly as the note enters the circle. If timed correctly, the player gains points. Perfect timing = +3 points Good timing = +1 point Miss = 0 / possible penalty 🌈 Visuals and Feedback: The falling notes are color-coded or shaped like musical notes. When the player hits the note correctly inside the circle: The circle briefly glows. A score indicator appears (like “Perfect!”, “Good!”). A sound feedback (e.g., chime or beat) is played. 🎶 Music Sync: The falling notes must be synchronized to the beat of a background music track. Each note corresponds to a drum kick, melody, or sound layer. The tempo of the falling notes changes based on the song speed. 📊 Scoring System: Combo counter increases with consecutive correct hits. Score is shown live on the screen. Optional: health bar that drains with missed notes and refills with accurate hits. ⚙️ Other Requirements: The game must not require a camera. Fully playable with keyboard only (or touch for mobile version). Must include an easy way to upload or use different songs to generate note patterns. Build a smooth, responsive rhythm game that rewards precise timing and syncs beautifully with music. Simple, fast-paced, and satisfying to play.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var FallingNote = Container.expand(function (lane, noteType) { var self = Container.call(this); self.lane = lane; self.noteType = noteType; self.speed = 8; // Horizontal speed (moving right) self.hasBeenHit = false; self.lastX = 0; // Track X position instead of Y // Attach the appropriate note asset based on lane with matching colors var assetName = 'noteLeft'; if (lane === 1) assetName = 'noteMiddle'; if (lane === 2) assetName = 'noteRight'; var noteGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); // Apply lane colors to match the new color scheme var laneColors = [0x00FFFF, 0xFF00FF, 0xFFFF00]; // Cyan, Magenta, Yellow noteGraphics.tint = laneColors[lane]; self.update = function () { self.lastX = self.x; // Track last X position self.x += self.speed; // Move horizontally to the right }; return self; }); var ScoreText = Container.expand(function (text, color) { var self = Container.call(this); self.life = 60; // 1 second at 60fps self.speed = -2; var textObj = new Text2(text, { size: 40, fill: color || "#ffffff" }); textObj.anchor.set(0.5, 0.5); self.addChild(textObj); self.update = function () { self.y += self.speed; self.life--; textObj.alpha = self.life / 60; if (self.life <= 0) { self.destroy(); } }; return self; }); // Game constants var TargetCircle = Container.expand(function (lane) { var self = Container.call(this); self.lane = lane; self.isGlowing = false; self.glowTime = 0; var circleGraphics = self.attachAsset('targetCircle', { anchorX: 0.5, anchorY: 0.5 }); circleGraphics.alpha = 0.3; self.glow = function () { self.isGlowing = true; self.glowTime = 20; // Glow for 20 frames circleGraphics.alpha = 0.8; }; self.update = function () { if (self.isGlowing) { self.glowTime--; if (self.glowTime <= 0) { self.isGlowing = false; circleGraphics.alpha = 0.3; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x001122 }); /**** * Game Code ****/ //Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property. // Game constants // Note shapes for each lane with different colors // Target circles at bottom of lanes // Lane dividers // Sound effects // Background music var TRACK_HEIGHT = 2732 / 5; // 5 sections: padding, track, track, track, padding var TRACK_POSITIONS = [TRACK_HEIGHT * 1.5, TRACK_HEIGHT * 2.5, TRACK_HEIGHT * 3.5]; // Y positions for 3 horizontal tracks var TARGET_X = 1800; // Right side target position var HIT_ZONE = 100; // Pixels around target for hitting var PERFECT_ZONE = 40; // Pixels for perfect hit // Game variables var fallingNotes = []; var targetCircles = []; var score = 0; var combo = 0; var noteSpawnTimer = 0; var noteSpawnInterval = 60; // Spawn note every 60 frames initially var gameSpeed = 1; var floatingTexts = []; var totalNotes = 0; var hitNotes = 0; var accuracy = 100; // Track dividers (horizontal lines between tracks) var topDivider = game.addChild(LK.getAsset('laneDivider', { anchorX: 0, anchorY: 0.5, x: 0, y: TRACK_POSITIONS[0] - TRACK_HEIGHT / 2, scaleX: 2048 / 4, // Scale to full width scaleY: 1 })); var bottomDivider = game.addChild(LK.getAsset('laneDivider', { anchorX: 0, anchorY: 0.5, x: 0, y: TRACK_POSITIONS[2] + TRACK_HEIGHT / 2, scaleX: 2048 / 4, // Scale to full width scaleY: 1 })); // Create target circles for horizontal tracks var keyLabels = ['A', 'S', 'D']; var keyLabelObjects = []; // Store key label references for animation var keyGlowObjects = []; // Store glow background references var laneColors = [0x00FFFF, 0xFF00FF, 0xFFFF00]; // Cyan, Magenta, Yellow for better contrast for (var i = 0; i < 3; i++) { var target = new TargetCircle(i); target.x = TARGET_X; target.y = TRACK_POSITIONS[i]; targetCircles.push(target); game.addChild(target); // Add glow background first (behind the letter) var keyGlow = LK.getAsset('targetCircle', { anchorX: 0.5, anchorY: 0.5, x: TARGET_X, y: TRACK_POSITIONS[i] - 150, // Position above target circle scaleX: 2.5, scaleY: 2.5, alpha: 0.2 }); keyGlow.tint = laneColors[i]; keyGlowObjects.push(keyGlow); game.addChild(keyGlow); // Add large key label ABOVE each target circle var keyLabel = new Text2(keyLabels[i], { size: 180, // 6% of viewport height (2732 * 0.06 ≈ 164, rounded up for visibility) fill: laneColors[i] // Use lane color as fill }); keyLabel.anchor.set(0.5, 0.5); // Center anchored keyLabel.x = TARGET_X; // Centered above target circle keyLabel.y = TRACK_POSITIONS[i] - 150; // Position above target circle keyLabel.alpha = 0.8; // Gentle glow at 80% opacity keyLabelObjects.push(keyLabel); // Store reference for animation game.addChild(keyLabel); } // Create HUD panel background (40% of screen width) var hudPanel = LK.getAsset('targetCircle', { anchorX: 0.5, anchorY: 0, x: 1024, // Center horizontally y: 120, // Top of screen, below menu area scaleX: 8, // Scale to make it wide scaleY: 1.5, alpha: 0.3 }); hudPanel.tint = 0x333333; // Dark translucent background LK.gui.top.addChild(hudPanel); // Score display - left side of HUD var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0.5); scoreText.x = 1024 - 300; // Left side of HUD scoreText.y = 180; // Center of HUD panel LK.gui.top.addChild(scoreText); // Score label var scoreLabel = new Text2('SCORE', { size: 40, fill: 0xAAAAAA }); scoreLabel.anchor.set(0.5, 1); scoreLabel.x = 1024 - 300; scoreLabel.y = 140; LK.gui.top.addChild(scoreLabel); // Combo display - center of HUD var comboText = new Text2('0', { size: 100, fill: 0xFFAA00 }); comboText.anchor.set(0.5, 0.5); comboText.x = 1024; // Center horizontally comboText.y = 180; // Center of HUD panel LK.gui.top.addChild(comboText); // Combo label var comboLabel = new Text2('COMBO', { size: 40, fill: 0xAAAAAA }); comboLabel.anchor.set(0.5, 1); comboLabel.x = 1024; comboLabel.y = 140; LK.gui.top.addChild(comboLabel); // Accuracy display - right side of HUD var accuracyText = new Text2('100%', { size: 100, fill: 0x00FF00 }); accuracyText.anchor.set(0.5, 0.5); accuracyText.x = 1024 + 300; // Right side of HUD accuracyText.y = 180; // Center of HUD panel LK.gui.top.addChild(accuracyText); // Accuracy label var accuracyLabel = new Text2('ACCURACY', { size: 40, fill: 0xAAAAAA }); accuracyLabel.anchor.set(0.5, 1); accuracyLabel.x = 1024 + 300; accuracyLabel.y = 140; LK.gui.top.addChild(accuracyLabel); // Instructions var instructText = new Text2('Tap lanes when notes reach circles!', { size: 40, fill: 0xAAAAAA }); instructText.anchor.set(0.5, 0); instructText.x = 1024; instructText.y = 200; game.addChild(instructText); function spawnNote() { var randomLane = Math.floor(Math.random() * 3); var note = new FallingNote(randomLane); note.x = -50; // Start from left side of screen note.y = TRACK_POSITIONS[randomLane]; // Position on correct track note.lastX = note.x; // Initialize lastX tracking fallingNotes.push(note); game.addChild(note); } function hitNote(lane) { var hitNote = null; var closestDistance = Infinity; // Find the closest note in the hit zone for this lane (horizontal distance now) for (var i = 0; i < fallingNotes.length; i++) { var note = fallingNotes[i]; if (note.lane === lane && !note.hasBeenHit) { var distance = Math.abs(note.x - TARGET_X); if (distance < HIT_ZONE && distance < closestDistance) { hitNote = note; closestDistance = distance; } } } if (hitNote) { hitNote.hasBeenHit = true; var points = 0; var feedback = ""; var color = "#ffffff"; if (closestDistance <= PERFECT_ZONE) { points = 3; feedback = "PERFECT!"; color = "#00ff00"; LK.getSound('perfect').play(); } else { points = 1; feedback = "GOOD!"; color = "#ffff00"; LK.getSound('hit').play(); } score += points * (1 + Math.floor(combo / 10) * 0.5); // Combo bonus combo++; hitNotes++; totalNotes++; accuracy = Math.round(hitNotes / totalNotes * 100); // Smooth score animation var targetScore = Math.floor(score); tween(scoreText, { text: targetScore }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { scoreText.setText(targetScore.toString()); } }); // Update displays comboText.setText(combo.toString()); accuracyText.setText(accuracy + '%'); // Update accuracy color based on performance if (accuracy >= 95) accuracyText.tint = 0x00FF00; // Green else if (accuracy >= 80) accuracyText.tint = 0xFFFF00; // Yellow else if (accuracy >= 60) accuracyText.tint = 0xFF8800; // Orange else accuracyText.tint = 0xFF0000; // Red // Change combo text color based on combo level var comboColor = 0xFFAA00; // Default orange if (combo >= 100) comboColor = 0xFF0000; // Red for high combo else if (combo >= 50) comboColor = 0xFF00FF; // Magenta for medium combo else if (combo >= 20) comboColor = 0x00FFFF; // Cyan for building combo else if (combo >= 10) comboColor = 0xFFFF00; // Yellow for decent combo comboText.tint = comboColor; // HUD glow pulse every 10 hits if (combo > 0 && combo % 10 === 0) { // Pulse combo text tween(comboText, { scaleX: 1.3, scaleY: 1.3 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(comboText, { scaleX: 1, scaleY: 1 }, { duration: 150, easing: tween.easeOut }); } }); // HUD panel glow pulse tween(hudPanel, { alpha: 0.6, scaleX: 8.2, scaleY: 1.7 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(hudPanel, { alpha: 0.3, scaleX: 8, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut }); } }); // Show streak banner var streakText = new ScoreText('STREAK x' + combo + '!', '#FFD700'); streakText.x = 1024; streakText.y = 300; floatingTexts.push(streakText); game.addChild(streakText); } // Screen-wide particle burst at major milestones if (combo === 50 || combo === 100 || combo === 200) { LK.effects.flashScreen(0xFFD700, 800); // Gold flash // Change HUD panel to gold temporarily with burst effect hudPanel.tint = 0xFFD700; tween(hudPanel, { scaleX: 9, scaleY: 2, alpha: 0.8 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(hudPanel, { tint: 0x333333, scaleX: 8, scaleY: 1.5, alpha: 0.3 }, { duration: 800, easing: tween.easeOut }); } }); // Show milestone banner var milestoneText = new ScoreText('★ ' + combo + ' COMBO! ★', '#FFD700'); milestoneText.x = 1024; milestoneText.y = 400; tween(milestoneText, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.elasticOut }); floatingTexts.push(milestoneText); game.addChild(milestoneText); } // Visual feedback targetCircles[lane].glow(); // Animate key label when pressed - blaze to 100% opacity and scale to 120% if (keyLabelObjects[lane]) { // Animate the letter tween(keyLabelObjects[lane], { scaleX: 1.2, scaleY: 1.2, alpha: 1 // Blaze to 100% opacity for Perfect hits }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(keyLabelObjects[lane], { scaleX: 1, scaleY: 1, alpha: 0.8 // Return to gentle glow }, { duration: 300, easing: tween.easeOut }); } }); // Animate the glow background if (keyGlowObjects[lane]) { tween(keyGlowObjects[lane], { scaleX: 3.0, scaleY: 3.0, alpha: 0.6 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(keyGlowObjects[lane], { scaleX: 2.5, scaleY: 2.5, alpha: 0.2 }, { duration: 200, easing: tween.easeOut }); } }); } } // Create impact line effect that shoots across the track var impactLine = LK.getAsset('laneDivider', { anchorX: 0, anchorY: 0.5, x: 0, // Start from left edge y: TRACK_POSITIONS[lane], scaleX: closestDistance <= PERFECT_ZONE ? 2048 / 4 : 1536 / 4, // Full width for perfect, 75% for good scaleY: closestDistance <= PERFECT_ZONE ? 2 : 1, // Thicker line for perfect hits alpha: 0.8 }); var laneColors = [0x00FFFF, 0xFF00FF, 0xFFFF00]; // Cyan, Magenta, Yellow impactLine.tint = closestDistance <= PERFECT_ZONE ? 0xFFFFFF : laneColors[lane]; // White for perfect, lane color for good game.addChild(impactLine); // Animate impact line traveling across screen tween(impactLine, { x: closestDistance <= PERFECT_ZONE ? 2048 : 1536, // Travel distance based on hit quality alpha: 0 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { impactLine.destroy(); } }); // Target circle pulse effect var targetCircle = targetCircles[lane]; tween(targetCircle, { scaleX: 0.8, scaleY: 0.8 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(targetCircle, { scaleX: 1.1, scaleY: 1.1 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(targetCircle, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeOut }); } }); } }); // Floating score text var floatingText = new ScoreText('+' + points, color); floatingText.x = TARGET_X; floatingText.y = TRACK_POSITIONS[lane] - 50; floatingTexts.push(floatingText); game.addChild(floatingText); // Remove note hitNote.destroy(); for (var j = 0; j < fallingNotes.length; j++) { if (fallingNotes[j] === hitNote) { fallingNotes.splice(j, 1); break; } } } else { // Miss - reset combo and update accuracy if (combo > 0) { combo = 0; totalNotes++; accuracy = Math.round(hitNotes / totalNotes * 100); comboText.setText('0'); comboText.tint = 0xFFAA00; // Reset combo color to default accuracyText.setText(accuracy + '%'); // Update accuracy color if (accuracy >= 95) accuracyText.tint = 0x00FF00;else if (accuracy >= 80) accuracyText.tint = 0xFFFF00;else if (accuracy >= 60) accuracyText.tint = 0xFF8800;else accuracyText.tint = 0xFF0000; LK.getSound('miss').play(); var missText = new ScoreText('MISS!', '#ff0000'); missText.x = TARGET_X; missText.y = TRACK_POSITIONS[lane] - 50; floatingTexts.push(missText); game.addChild(missText); // Animate key label miss effect - desaturate and shake if (keyLabelObjects[lane]) { // Desaturate by changing tint to gray var originalTint = keyLabelObjects[lane].tint; keyLabelObjects[lane].tint = 0x888888; // Gray for desaturation var originalX = keyLabelObjects[lane].x; // Shake effect - move left and right var shakeDistance = 8; tween(keyLabelObjects[lane], { x: originalX - shakeDistance }, { duration: 75, easing: tween.easeOut, onFinish: function onFinish() { tween(keyLabelObjects[lane], { x: originalX + shakeDistance }, { duration: 75, easing: tween.easeOut, onFinish: function onFinish() { tween(keyLabelObjects[lane], { x: originalX, tint: originalTint // Restore original color }, { duration: 75, easing: tween.easeOut }); } }); } }); } // Flash track red for miss feedback var missFlash = LK.getAsset('laneDivider', { anchorX: 0, anchorY: 0.5, x: 0, y: TRACK_POSITIONS[lane], scaleX: 2048 / 4, // Full width flash scaleY: 3, // Thicker for visibility alpha: 0.4 }); missFlash.tint = 0xFF0000; game.addChild(missFlash); // Short red impact line for miss var missLine = LK.getAsset('laneDivider', { anchorX: 0, anchorY: 0.5, x: TARGET_X - 100, y: TRACK_POSITIONS[lane], scaleX: 100 / 4, // Short line scaleY: 1, alpha: 0.6 }); missLine.tint = 0xFF0000; game.addChild(missLine); // Animate miss effects fade out tween(missFlash, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { missFlash.destroy(); } }); tween(missLine, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { missLine.destroy(); } }); } } } // Touch controls for horizontal tracks game.down = function (x, y, obj) { // Determine which track was touched based on Y coordinate var lane = -1; for (var i = 0; i < 3; i++) { if (Math.abs(y - TRACK_POSITIONS[i]) < TRACK_HEIGHT / 2) { lane = i; break; } } if (lane >= 0 && lane < 3) { hitNote(lane); } }; // Keyboard controls for A/S/D keys LK.on('keyDown', function (event) { var lane = -1; if (event.key === 'a' || event.key === 'A') { lane = 0; // Top track } else if (event.key === 's' || event.key === 'S') { lane = 1; // Middle track } else if (event.key === 'd' || event.key === 'D') { lane = 2; // Bottom track } if (lane >= 0) { hitNote(lane); // Visual feedback for key press var keyIndex = lane; if (keyIndex < targetCircles.length) { targetCircles[keyIndex].glow(); } } }); game.update = function () { // Spawn notes based on timer noteSpawnTimer++; if (noteSpawnTimer >= noteSpawnInterval) { spawnNote(); noteSpawnTimer = 0; // Adaptive difficulty based on accuracy and combo if (accuracy >= 85 && combo >= 10) { // Increase speed if player is doing well if (noteSpawnInterval > 20) { noteSpawnInterval -= 0.2; // Faster increase for good players } } else if (accuracy < 60 && combo === 0) { // Decrease speed if player is struggling if (noteSpawnInterval < 80) { noteSpawnInterval += 0.5; // Help struggling players } } else { // Normal progression if (noteSpawnInterval > 30) { noteSpawnInterval -= 0.05; } } } // Update falling notes (now moving horizontally) for (var i = fallingNotes.length - 1; i >= 0; i--) { var note = fallingNotes[i]; // Check if note missed (passed target horizontally) if (note.lastX <= TARGET_X + HIT_ZONE && note.x > TARGET_X + HIT_ZONE && !note.hasBeenHit) { // Note was missed combo = 0; totalNotes++; accuracy = Math.round(hitNotes / totalNotes * 100); comboText.setText('0'); comboText.tint = 0xFFAA00; // Reset combo color to default accuracyText.setText(accuracy + '%'); // Update accuracy color if (accuracy >= 95) accuracyText.tint = 0x00FF00;else if (accuracy >= 80) accuracyText.tint = 0xFFFF00;else if (accuracy >= 60) accuracyText.tint = 0xFF8800;else accuracyText.tint = 0xFF0000; LK.getSound('miss').play(); var missText = new ScoreText('MISS!', '#ff0000'); missText.x = TARGET_X; missText.y = TRACK_POSITIONS[note.lane] - 50; floatingTexts.push(missText); game.addChild(missText); // Animate key label miss effect for passed notes var missedLane = note.lane; if (keyLabelObjects[missedLane]) { // Desaturate by changing tint to gray var originalTint = keyLabelObjects[missedLane].tint; keyLabelObjects[missedLane].tint = 0x888888; // Gray for desaturation var originalX = keyLabelObjects[missedLane].x; // Shake effect - move left and right var shakeDistance = 8; tween(keyLabelObjects[missedLane], { x: originalX - shakeDistance }, { duration: 75, easing: tween.easeOut, onFinish: function onFinish() { tween(keyLabelObjects[missedLane], { x: originalX + shakeDistance }, { duration: 75, easing: tween.easeOut, onFinish: function onFinish() { tween(keyLabelObjects[missedLane], { x: originalX, tint: originalTint // Restore original color }, { duration: 75, easing: tween.easeOut }); } }); } }); } // Flash track red for missed note var missFlash = LK.getAsset('laneDivider', { anchorX: 0, anchorY: 0.5, x: 0, y: TRACK_POSITIONS[note.lane], scaleX: 2048 / 4, // Full width flash scaleY: 3, alpha: 0.4 }); missFlash.tint = 0xFF0000; game.addChild(missFlash); // Animate miss flash fade out tween(missFlash, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { missFlash.destroy(); } }); } // Remove notes that are off screen (right side now) if (note.x > 2100) { note.destroy(); fallingNotes.splice(i, 1); } } // Update floating texts for (var i = floatingTexts.length - 1; i >= 0; i--) { var text = floatingTexts[i]; if (text.life <= 0) { floatingTexts.splice(i, 1); } } // Start music if not playing and we have some score if (score > 0 && LK.ticks === 60) { LK.playMusic('bgmusic'); } };
===================================================================
--- original.js
+++ change.js
@@ -87,15 +87,15 @@
/****
* Game Code
****/
-// Background music
-// Sound effects
-// Lane dividers
-// Target circles at bottom of lanes
-// Note shapes for each lane with different colors
-// Game constants
//Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property.
+// Game constants
+// Note shapes for each lane with different colors
+// Target circles at bottom of lanes
+// Lane dividers
+// Sound effects
+// Background music
var TRACK_HEIGHT = 2732 / 5; // 5 sections: padding, track, track, track, padding
var TRACK_POSITIONS = [TRACK_HEIGHT * 1.5, TRACK_HEIGHT * 2.5, TRACK_HEIGHT * 3.5]; // Y positions for 3 horizontal tracks
var TARGET_X = 1800; // Right side target position
var HIT_ZONE = 100; // Pixels around target for hitting
sarı 1 sekizlik nota arka planı olmasın sade olsun 2d. In-Game asset. 2d. High contrast. No shadows
beyaz 1 nota arka planı olmasın sade olsun 2d.. In-Game asset. High contrast. No shadows BEYAZ OLCAK SİYAH DEĞİL
sarı 1 üçlük nota arka planı olmasın sade olsun 2d.. In-Game asset. 2d. High contrast. No shadows