User prompt
nasıl oynznırdaki yazıların arasındaki boşluğu biraz daha arttır
User prompt
biraz daha öğretici yazıları büyük olsun ve puanlama sistemide yazsın
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öğreticide kontroller yazısı olmasın ve yuvarlağa basmasını falan şöylesin ve skor tablosunun altında kombo yazısı yazsın,oyun başladıgında orta üstteki yazı kalksın
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oyun başlamadan önce ekrana bir öğretici gibi bir ekran gelsin
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skore yazısı daha okunur olsun
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skor tablosunun altındaki beyaz elipsik şeyi kaldır
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aynı yerden notalar üst üste en fazla 2 kez gelebilsin
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neden ögelerin rengi farklı br renk olarak gözüküyor örneğin:ortadaki sarı nota kırmızı gözüküyor
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A S D YAZISI KALKSIN
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Şerit (çizgi) tasarımı daha modern ve yumuşak hale getirilmeli Çizgiler keskin değil, hafif içe gölgeli ve neonumsu bir parlaklığa sahip olmalı. Renkler örneğin: açık mavi, pembe, mor gibi yumuşak neon tonlarında olabilir. Her çizginin etrafında çok ince bir “glow” efekti uygulanmalı. Şeritlerin kenar çizgileri animasyonlu olabilir Hafifçe dalgalanan ya da beat ile titreşen kenar efektleri eklenebilir. Oyuna ritim kattıkça bu dinamik şeritler görsel zenginlik sağlar. Her başarılı nota vuruşunda arka plan rengi hafifçe değişmeli Bu geçişler çok yumuşak olmalı (örneğin transition: background-color 1s ease-in-out). Siyah → koyu mor → lacivert → antrasit → gece mavisi gibi çok benzer ve göz yormayan tonlar arasında geçiş yapılmalı. Bu sayede oyuncu fark eder ama rahatsız olmaz. Daireye basıldığında küçük bir parıltı ve çizgi ışın efekti çıkmalı Daire parlamalı ve ortasından yukarıya doğru bir ışın efekti yükselmeli. Bu hem tatmin edici bir his verir hem de görsel kaliteyi artırır. Kombolar arttıkça arka planda dinamik hareketli efektler belirebilir Örneğin 10’luk combo’da hafif yıldızlar veya yavaşça kayan ışıklar gösterilebilir. Amaç: görsel ödüllendirme yapmak, ama dikkat dağıtmadan. Nota daireleri daha detaylı olabilir Her daire içten dışa doğru 2 katmanlı olabilir: İç halka sabit renk. Dış halka vuruş anında genişleyen hafif parlayan halka. Böylece oyuncunun “vuruş hissi” daha etkileyici olur. Arka plan, müziğin BPM’ine göre hafifçe titreşebilir veya renk nefes alır gibi geçiş yapabilir Ritimle yaşayan bir zemin hissi verir. Bu da oyunla müzik arasındaki bağı güçlendirir. Tuşlara basıldığında sadece arka plan değil, o tuşa ait çizgi de kısa süreli renklensin Örneğin A’ya bastığında A çizgisi bir anda parlak maviye döner, sonra eski haline döner. Bu, kullanıcıya “gerçekten o çizgiye bastın” hissini verir. Görsel ses tepkileri eklensin (istersen) Arka planda görünmeyen çizgiler ya da partiküller, bass vuruşlarında hafif genişleyebilir. Bu sayede görsel müzik bağlantısı kurulmuş olur. Genel stil bütünlüğü korunmalı Tüm öğelerde benzer renk tonu, gölge ve parlaklık düzeyi olmalı. Örneğin çizgiler matken notalar çok parlak olmamalı — hepsi birbirine uyumlu olmalı.
User prompt
Skor tablosunun altındaki beyazlık gitsin, kalıcı olarak gitsin. Ayrıca notaların bastığında sadece bir kez renk değiştiriyor. Her zaman renk değiştirsin notalara basınca.
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Notalara basınca arka planın rengi değişsin.
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Bu düşen parçacıkların arkasında bir yani aşağı düşerken arkalarında bir partikullar olsun böyle düşmeye fikri versin.
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Arka plandaki renk değişimleri kendi kendine olmasın. Notalar bastığında olsun.
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Hayır bak beni anlamadın. Bu yazdığım rec kodları notalara bastığında arka plan değişiyordu ya ona şey yapsın. Öyle olsun. Notalara basınca bunlar arasından rastgele değişsin.
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ama renk değiştirmiyoır
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1A1A2E – Deep Indigo #2D2E40 – Soft Charcoal Blue #1F2235 – Dark Twilight #292F36 – Ash Navy #3E3B60 – Muted Violet #2C2E3E – Shadow Gray #1C1B29 – Space Black #24263B – Blue-Tinted Gray #2E2F41 – Iron Purple #34354D – Dusty Indigo #1F1F2B – Dark Graphite #313243 – Fog Gray #272738 – Carbon Blue #383A4F – Faded Slate #2B2D3C – Cool Coal #2A2A3E – Midnight Matte #2D2C4A – Blue Shadow #3A3B5A – Urban Dusk #252637 – Deep Ash #2F3047 – Storm Gray #2A2C3D – Ink Gray #333452 – Moody Blue #202230 – Night Fog #2D2F45 – Subtle Violet #282837 – Graphite Blue bu kodlardaki renkler arka planda olsun sadece
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Arka plandaki renk değişimleri kendi kendine olmasın. Notalar bastığında olsun.
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bak şimdi notalara bastıktan sonra o çıkan çizgi daha sade birşey olsun böyle daha güzel gözüksün skor tablosunda beyazlık beyaz birşey var skor tablosunda onu kaldır
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score tablosunun altındaki beyaz yer kalksın ve score yazısı biraz üste çıksın
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Please fix the bug: 'Cannot set properties of undefined (setting 'x')' in or related to this line: 'scoreLabel.x = 1024 - 400;' Line Number: 509
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score tablosunu biraz sola çekip ekranda görünmesi lazım
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '1')' in or related to this line: 'missText.x = laneXPositions[lane];' Line Number: 980
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Please fix the bug: 'ReferenceError: playerBall is not defined' in or related to this line: 'playerBall.speed = 12 + (60 - noteSpawnInterval) * 0.25;' Line Number: 1157
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Three Vertical Lanes The screen is divided into 3 glowing vertical lanes, each representing one note/key. Lanes have soft neon outlines to clearly separate each track. Glowing Notes (Circles) Notes are represented by glowing circles that fall from the top of the screen. Each color corresponds to its lane (e.g., pink, orange, blue). Notes emit a light trail as they fall, adding motion clarity. Vibrant Color Palette Use bright, saturated neon colors on a dark purple or midnight blue background. Common colors: electric blue, magenta, gold, orange, cyan. Touch Target Circle at the Bottom At the bottom of each lane, there's a fixed glowing circle or ring where notes must be hit. When a note enters the circle, tapping or pressing the correct key triggers an effect. Interactive Feedback on Touch When the player hits a note at the right time, the circle pulses or flashes brightly. Perfect hits can create sparkles or a short “starburst” animation. Stars or Effects for Combo Feedback Perfect streaks may trigger floating stars or glowing trails to appear briefly. Effects reinforce that the player is doing well, adding excitement. Smooth Animation & Glow Effects All objects (notes, lanes, feedback) have soft glowing edges and subtle glow shadows. No harsh edges — everything feels smooth, fluid, and polished. Minimal but Stylish Background The background is dark but not flat — it includes animated lines, subtle gradients, or moving particles/stars. This gives depth and movement without distracting from gameplay. Simple, Clean UI Elements Score, combo, and pause icons are small, glowing, and placed at the corners or top. UI should match the glowing aesthetic — no plain white or dull boxes. Responsive to Music Beat Lanes, backgrounds, or the hit circles may glow or pulse slightly to the rhythm of the music, adding immersion. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * 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; // Vertical speed (moving down) self.hasBeenHit = false; self.lastY = 0; // Track Y position for vertical movement // 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 laneBorderColors = [0x00bfff, 0xff33cc, 0xffe066]; // Brighter pastel blue, magenta, yellow noteGraphics.tint = laneBorderColors[lane]; // Add glow effect var noteGlow = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); noteGlow.tint = laneBorderColors[lane]; noteGlow.alpha = 0.3; self.setChildIndex(noteGlow, 0); // Add simplified light trail effect self.trail = []; self.update = function () { self.lastY = self.y; // Track last Y position self.y += self.speed; // Move vertically downward // Update trail if (LK.ticks % 5 === 0) { var trail = LK.getAsset(assetName, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); trail.tint = laneBorderColors[self.lane]; trail.alpha = 0.1; trail.x = self.x; trail.y = self.y - 10; if (self.parent) self.parent.addChild(trail); self.trail.push(trail); // Fade and remove old trail tween(trail, { alpha: 0, scaleX: 0.2, scaleY: 0.2 }, { duration: 200, onFinish: function onFinish() { if (trail.parent) trail.parent.removeChild(trail); } }); } // Clean up old trail references self.trail = self.trail.filter(function (t) { return t.parent; }); }; 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--; var textObj = self.getChildAt(0); textObj.alpha = self.life / 60; // Life cycle is managed by the main game loop for pooling }; return self; }); // Game constants var TargetCircle = Container.expand(function (lane) { var self = Container.call(this); self.lane = lane; self.isGlowing = false; self.glowTime = 0; // Main circle (filled) var circleGraphics = self.attachAsset('targetCircle', { anchorX: 0.5, anchorY: 0.5 }); var laneBorderColors = [0x00bfff, 0xff33cc, 0xffe066]; // Brighter pastel blue, magenta, yellow var laneFillColors = [0xe6f7ff, 0xffe6fa, 0xfffbe6]; // Very light pastel fill // Set fill color for the main circle circleGraphics.tint = laneFillColors[lane]; circleGraphics.alpha = 0.7; // Add a border effect as a second, slightly larger circle var borderCircle = self.attachAsset('targetCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.18, scaleY: 1.18 }); borderCircle.tint = laneBorderColors[lane]; borderCircle.alpha = 0.9; // Make sure border is behind the main circle self.setChildIndex(borderCircle, 0); // Glow effect self.glow = function () { self.isGlowing = true; self.glowTime = 20; // Glow for 20 frames circleGraphics.alpha = 1; borderCircle.alpha = 1; }; self.update = function () { if (self.isGlowing) { self.glowTime--; if (self.glowTime <= 0) { self.isGlowing = false; circleGraphics.alpha = 0.7; borderCircle.alpha = 0.9; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xB2E6E6 // Soft teal as fallback for gradient }); /**** * Game Code ****/ // Gradient background cache for performance var gradientBg = null; var bgTintOverlay = null; var musicBeatCounter = 0; var musicIntensity = 0; function drawGradientBg() { if (gradientBg && gradientBg.parent) { gradientBg.parent.removeChild(gradientBg); } if (bgTintOverlay && bgTintOverlay.parent) { bgTintOverlay.parent.removeChild(bgTintOverlay); } // Use a vertical gradient image asset for background // Assume 'bgGradient' is a vertical gradient image asset (2048x2732) from soft teal to mist blue gradientBg = LK.getAsset('bgGradient', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); game.addChildAt(gradientBg, 0); // Add as background // Add tint overlay for music reactive colors bgTintOverlay = LK.getAsset('bgGradient', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); bgTintOverlay.alpha = 0.3; bgTintOverlay.tint = 0x00ffff; game.addChildAt(bgTintOverlay, 1); } // Draw once at start drawGradientBg(); // Redraw on resize for dynamic fit LK.on('resize', function () { drawGradientBg(); }); // Background music // Sound effects // Lane dividers // Target circles at bottom of lanes // Note shapes for each lane with different colors // Game constants // Define lane positions early as they're used in multiple places var laneXPositions = [1024 - 300, 1024, 1024 + 300]; // Three vertical lanes // Animated background elements var bgElements = []; var bgStars = []; // Create floating background elements for (var be = 0; be < 12; be++) { var bgShape = LK.getAsset('noteLeft', { anchorX: 0.5, anchorY: 0.5, scaleX: Math.random() * 0.3 + 0.1, scaleY: Math.random() * 0.3 + 0.1 }); bgShape.x = Math.random() * 2048; bgShape.y = Math.random() * 2732; bgShape.alpha = 0.1; bgShape.tint = [0x00bfff, 0xff33cc, 0xffe066][Math.floor(Math.random() * 3)]; bgShape.speed = Math.random() * 0.5 + 0.2; bgShape.rotation = Math.random() * Math.PI * 2; game.addChildAt(bgShape, 2); bgElements.push(bgShape); } // Create light beams for (var lb = 0; lb < 3; lb++) { var lightBeam = LK.getAsset('laneDivider', { anchorX: 0.5, anchorY: 0, x: laneXPositions[lb], y: 0, scaleX: 0.2, scaleY: 2732 / 4 }); lightBeam.alpha = 0.05; lightBeam.tint = [0x00bfff, 0xff33cc, 0xffe066][lb]; game.addChildAt(lightBeam, 3); bgStars.push(lightBeam); } // Object Pools for Performance Optimization var floatingTextPool = []; var impactLinePool = []; var missFlashPool = []; var missLinePool = []; function getPooledFloatingText(text, color) { var floatingText; if (floatingTextPool.length > 0) { floatingText = floatingTextPool.pop(); floatingText.visible = true; } else { floatingText = new ScoreText('', '#ffffff'); } // Re-initialize floatingText.life = 60; var textObj = floatingText.getChildAt(0); textObj.setText(text); if (color && textObj.style) textObj.style.fill = color; textObj.alpha = 1; floatingText.y = 0; floatingText.alpha = 1; floatingText.scale.set(1); floatingTexts.push(floatingText); game.addChild(floatingText); return floatingText; } function releaseFloatingText(text) { for (var i = floatingTexts.length - 1; i >= 0; i--) { if (floatingTexts[i] === text) { floatingTexts.splice(i, 1); break; } } if (text.parent) text.parent.removeChild(text); text.visible = false; // Cap pool size to prevent unlimited growth if (floatingTextPool.length < 20) { floatingTextPool.push(text); } else { text.destroy(); // Destroy excess objects to free memory } } function getPooledObject(pool, createFn) { var obj; if (pool.length > 0) { obj = pool.pop(); obj.visible = true; } else { obj = createFn(); } game.addChild(obj); return obj; } function releaseObject(obj, pool) { if (obj && obj.parent) { obj.parent.removeChild(obj); obj.visible = false; // Cap pool size to prevent unlimited growth if (pool.length < 10) { pool.push(obj); } else { obj.destroy(); // Destroy excess objects to free memory } } } function getPooledImpactLine() { return getPooledObject(impactLinePool, function () { return LK.getAsset('laneDivider', {}); }); } function releaseImpactLine(line) { releaseObject(line, impactLinePool); } function getPooledMissFlash() { return getPooledObject(missFlashPool, function () { return LK.getAsset('laneDivider', {}); }); } function releaseMissFlash(flash) { releaseObject(flash, missFlashPool); } function getPooledMissLine() { return getPooledObject(missLinePool, function () { return LK.getAsset('laneDivider', {}); }); } function releaseMissLine(line) { releaseObject(line, missLinePool); } //Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property. var TARGET_Y = 2400; // Target circle Y position near bottom var HIT_ZONE = 120; // Pixels around target for hitting var PERFECT_ZONE = 50; // 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; // Performance optimization constants var MAX_NOTES_ON_SCREEN = 15; // Cap notes to prevent memory bloat var NOTE_VISIBILITY_BUFFER = 200; // Extra pixels before note becomes visible var CLEANUP_THRESHOLD = 2900; // Y position to cleanup notes that missed target // Vertical lane dividers with glowing borders var laneBorders = []; // Add vertical lane dividers between lanes for (var ld = 0; ld < 2; ld++) { var dividerX = laneXPositions[ld] + (laneXPositions[ld + 1] - laneXPositions[ld]) / 2; var laneDivider = LK.getAsset('laneDivider', { anchorX: 0.5, anchorY: 0.5, x: dividerX, y: 1366, scaleX: 0.5, scaleY: 2732 / 4, tint: 0x444444 }); laneDivider.alpha = 0.2; game.addChild(laneDivider); } // Add glowing lane borders for (var lb = 0; lb < 3; lb++) { var leftBorder = LK.getAsset('laneDivider', { anchorX: 0.5, anchorY: 0.5, x: laneXPositions[lb] - 150, y: 1366, scaleX: 0.3, scaleY: 2732 / 4, tint: [0x00bfff, 0xff33cc, 0xffe066][lb] }); leftBorder.alpha = 0.4; game.addChild(leftBorder); laneBorders.push(leftBorder); var rightBorder = LK.getAsset('laneDivider', { anchorX: 0.5, anchorY: 0.5, x: laneXPositions[lb] + 150, y: 1366, scaleX: 0.3, scaleY: 2732 / 4, tint: [0x00bfff, 0xff33cc, 0xffe066][lb] }); rightBorder.alpha = 0.4; game.addChild(rightBorder); laneBorders.push(rightBorder); } // Key remapping support var defaultKeyLabels = ['A', 'S', 'D']; var keyLabels = ['A', 'S', 'D']; var keyLabelObjects = []; // Store key label references for animation var keyGlowObjects = []; // Store glow background references var laneColors = [0xAEEFFF, 0xF7B3E6, 0xFFF9B2]; // Pastel cyan, magenta, yellow for improved contrast function updateKeyLabels() { for (var i = 0; i < 3; i++) { if (keyLabelObjects[i]) { keyLabelObjects[i].setText(keyLabels[i]); } } } // Prevent duplicate key assignments function remapKey(lane, newKey) { // Only allow remap if newKey is not already assigned var upperKey = newKey.toUpperCase(); for (var i = 0; i < 3; i++) { if (i !== lane && keyLabels[i].toUpperCase() === upperKey) { // Duplicate found, reject remap return false; } } keyLabels[lane] = upperKey; updateKeyLabels(); return true; } // Initial label creation for (var i = 0; i < 3; i++) { var target = new TargetCircle(i); target.x = laneXPositions[i]; target.y = TARGET_Y; // Fixed target position 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: laneXPositions[i], y: TARGET_Y + 150, // Position below target circle scaleX: 2.5, scaleY: 2.5, alpha: 0.2 }); var laneBorderColors = [0x00bfff, 0xff33cc, 0xffe066]; // Brighter pastel blue, magenta, yellow keyGlow.tint = laneBorderColors[i]; keyGlowObjects.push(keyGlow); game.addChild(keyGlow); // Add large key label BELOW each target circle var keyLabel = new Text2(keyLabels[i], { size: 140, fill: laneBorderColors[i], // Use new border color as fill dropShadow: true, dropShadowColor: 0xFFFFFF, dropShadowDistance: 4, dropShadowAngle: Math.PI / 2, dropShadowBlur: 6, dropShadowAlpha: 0.7 }); keyLabel.anchor.set(0.5, 0.5); // Center anchored keyLabel.x = laneXPositions[i]; // Centered below target circle keyLabel.y = TARGET_Y + 150; // Position below 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, y: 120, scaleX: 8, scaleY: 1.5, alpha: 0 // Make it fully transparent }); hudPanel.tint = 0xE6F2FF; // Mist blue for HUD background LK.gui.top.addChild(hudPanel); // Score display - left side of HUD var scoreText = new Text2('0', { size: 115, // 15% larger for visibility fill: 0x222222, dropShadow: true, dropShadowColor: 0xFFFFFF, dropShadowDistance: 4, dropShadowAngle: Math.PI / 2, dropShadowBlur: 6, dropShadowAlpha: 0.7 }); scoreText.anchor.set(0.5, 0.5); var scoreLabel = new Text2('SCORE', { size: 46, // 15% larger fill: 0x888888, dropShadow: true, dropShadowColor: 0xFFFFFF, dropShadowDistance: 2, dropShadowAngle: Math.PI / 2, dropShadowBlur: 4, dropShadowAlpha: 0.7 }); scoreText.x = 1024 - 400; scoreLabel.x = 1024 - 400; scoreText.y = 160; // Adjusted upwards LK.gui.top.addChild(scoreText); // Score label scoreLabel.anchor.set(0.5, 1); scoreLabel.y = 120; // Adjusted upwards LK.gui.top.addChild(scoreLabel); // Combo display - center of HUD var comboText = new Text2('0', { size: 115, fill: 0xFFAA00, dropShadow: true, dropShadowColor: 0xFFFFFF, dropShadowDistance: 4, dropShadowAngle: Math.PI / 2, dropShadowBlur: 6, dropShadowAlpha: 0.7 }); comboText.anchor.set(0.5, 0.5); comboText.x = 1024; comboText.y = 180; LK.gui.top.addChild(comboText); // Combo label var comboLabel = new Text2('COMBO', { size: 46, fill: 0x888888, dropShadow: true, dropShadowColor: 0xFFFFFF, dropShadowDistance: 2, dropShadowAngle: Math.PI / 2, dropShadowBlur: 4, dropShadowAlpha: 0.7 }); 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: 115, fill: 0x00CC66, dropShadow: true, dropShadowColor: 0xFFFFFF, dropShadowDistance: 4, dropShadowAngle: Math.PI / 2, dropShadowBlur: 6, dropShadowAlpha: 0.7 }); accuracyText.anchor.set(0.5, 0.5); accuracyText.x = 1024 + 300; accuracyText.y = 180; LK.gui.top.addChild(accuracyText); // Accuracy label var accuracyLabel = new Text2('ACCURACY', { size: 46, fill: 0x888888, dropShadow: true, dropShadowColor: 0xFFFFFF, dropShadowDistance: 2, dropShadowAngle: Math.PI / 2, dropShadowBlur: 4, dropShadowAlpha: 0.7 }); 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 or press keys when notes reach circles!', { size: 40, fill: 0x444444, dropShadow: true, dropShadowColor: 0xFFFFFF, dropShadowDistance: 2, dropShadowAngle: Math.PI / 2, dropShadowBlur: 4, dropShadowAlpha: 0.7 }); instructText.anchor.set(0.5, 0); instructText.x = 1024; instructText.y = 300; game.addChild(instructText); // Fade out instructions after 5 seconds tween(instructText, { alpha: 0 }, { duration: 1000, delay: 5000 }); function spawnNote() { // Cap note queue - only spawn if we're under the limit if (fallingNotes.length >= MAX_NOTES_ON_SCREEN) { return; // Skip spawning to prevent memory bloat } var randomLane = Math.floor(Math.random() * 3); var note = new FallingNote(randomLane); note.x = laneXPositions[randomLane]; // Position in correct lane note.y = -NOTE_VISIBILITY_BUFFER; // Start above screen note.lastY = note.y; // Initialize lastY 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 for (var i = 0; i < fallingNotes.length; i++) { var note = fallingNotes[i]; if (note.lane === lane && !note.hasBeenHit) { var distance = Math.abs(note.y - TARGET_Y); 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 = getPooledFloatingText('STREAK x' + combo + '!', '#FFD700'); streakText.x = 1024; streakText.y = 300; } // 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 = getPooledFloatingText('★ ' + combo + ' COMBO! ★', '#FFD700'); milestoneText.x = 1024; milestoneText.y = 400; tween(milestoneText, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.elasticOut }); // Add camera shake for major milestones var shakeIntensity = 15; var originalGameX = game.x; var originalGameY = game.y; tween(game, { x: originalGameX + shakeIntensity }, { duration: 50, onFinish: function onFinish() { tween(game, { x: originalGameX - shakeIntensity }, { duration: 50, onFinish: function onFinish() { tween(game, { x: originalGameX, y: originalGameY }, { duration: 50 }); } }); } }); } // Add subtle camera shake on perfect hits if (closestDistance <= PERFECT_ZONE && combo > 10) { var shakeAmount = 5; var origX = game.x; var origY = game.y; tween(game, { x: origX + shakeAmount, y: origY + shakeAmount }, { duration: 40, onFinish: function onFinish() { tween(game, { x: origX, y: origY }, { duration: 40 }); } }); } // 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 vertical impact beam effect that shoots upward from the target var impactLine = getPooledImpactLine(); impactLine.anchor.set(0.5, 1); impactLine.x = laneXPositions[lane]; impactLine.y = 2600; impactLine.scale.set(closestDistance <= PERFECT_ZONE ? 3 : 2, closestDistance <= PERFECT_ZONE ? 2732 / 4 : 2000 / 4); impactLine.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 // Add color-matched burst effect for (var b = 0; b < 8; b++) { var burst = LK.getAsset('noteLeft', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3 }); burst.tint = laneColors[lane]; burst.x = laneXPositions[lane]; burst.y = 2600; burst.alpha = 0.9; game.addChild(burst); var angle = Math.PI * 2 / 8 * b; var distance = closestDistance <= PERFECT_ZONE ? 200 : 120; tween(burst, { x: burst.x + Math.cos(angle) * distance, y: burst.y + Math.sin(angle) * distance, alpha: 0, scaleX: 0.05, scaleY: 0.05 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { if (burst.parent) burst.parent.removeChild(burst); } }); } // Animate vertical beam shooting upward tween(impactLine, { scaleY: 0, // Collapse upward alpha: 0 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { releaseImpactLine(impactLine); } }); // 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 = getPooledFloatingText('+' + points, color); floatingText.x = laneXPositions[lane]; floatingText.y = TARGET_Y - 100; // 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 = getPooledFloatingText('MISS!', '#ff0000'); missText.x = laneXPositions[lane]; missText.y = TARGET_Y - 100; // 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 lane red for miss feedback var laneFlash = LK.getAsset('laneDivider', { anchorX: 0.5, anchorY: 0.5, x: laneXPositions[lane], y: 1366, scaleX: 0.8, scaleY: 2732 / 4, tint: 0xFF0000, alpha: 0.3 }); game.addChild(laneFlash); tween(laneFlash, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { if (laneFlash.parent) laneFlash.parent.removeChild(laneFlash); } }); } } } // Stars and particle effects storage var backgroundStars = []; var comboParticles = []; // Create animated background stars for (var s = 0; s < 30; s++) { var star = LK.getAsset('noteLeft', { anchorX: 0.5, anchorY: 0.5, scaleX: Math.random() * 0.2 + 0.05, scaleY: Math.random() * 0.2 + 0.05 }); star.x = Math.random() * 2048; star.y = Math.random() * 2732; star.alpha = Math.random() * 0.3 + 0.1; star.tint = 0xffffff; star.speed = Math.random() * 0.5 + 0.1; star.twinkleSpeed = Math.random() * 0.02 + 0.01; game.addChildAt(star, 2); backgroundStars.push(star); } // Tap detection for lanes game.down = function (x, y, obj) { // Determine which lane was tapped var tappedLane = -1; for (var i = 0; i < 3; i++) { if (Math.abs(x - laneXPositions[i]) < 150) { tappedLane = i; break; } } if (tappedLane >= 0) { hitNote(tappedLane); } }; // Keyboard controls for mapped keys, strictly mapped to lanes and supporting remap LK.on('keyDown', function (event) { var pressedKey = event.key ? event.key.toUpperCase() : ''; var lane = -1; for (var i = 0; i < 3; i++) { if (keyLabels[i].toUpperCase() === pressedKey) { lane = i; break; } } if (lane >= 0 && lane < 3) { // Only allow hit if there is a note in this lane in the hit zone var found = false; for (var j = 0; j < fallingNotes.length; j++) { var note = fallingNotes[j]; if (note.lane === lane && !note.hasBeenHit) { var distance = Math.abs(note.y - TARGET_Y); if (distance < HIT_ZONE) { found = true; break; } } } if (found) { hitNote(lane); // Visual feedback for key press if (targetCircles[lane]) { targetCircles[lane].glow(); } } else { // Incorrect timing or no note in this lane: shake and flash red if (keyLabelObjects[lane]) { var originalTint = keyLabelObjects[lane].tint; keyLabelObjects[lane].tint = 0xFF0000; // Red for error var originalX = keyLabelObjects[lane].x; var shakeDistance = 8; tween(keyLabelObjects[lane], { x: originalX - shakeDistance }, { duration: 60, easing: tween.easeOut, onFinish: function onFinish() { tween(keyLabelObjects[lane], { x: originalX + shakeDistance }, { duration: 60, easing: tween.easeOut, onFinish: function onFinish() { tween(keyLabelObjects[lane], { x: originalX, tint: originalTint }, { duration: 60, easing: tween.easeOut }); } }); } }); } } } }); game.update = function () { // Music-synced spawn: use music time if available, else fallback to timer noteSpawnTimer++; if (noteSpawnTimer >= noteSpawnInterval) { spawnNote(); noteSpawnTimer = 0; // Progressive speed increase: decrease interval as score/combo rises if (accuracy >= 85 && combo >= 10) { if (noteSpawnInterval > 12) { noteSpawnInterval -= 0.25; } } else if (accuracy < 60 && combo === 0) { if (noteSpawnInterval < 80) { noteSpawnInterval += 0.5; } } else { if (noteSpawnInterval > 18) { noteSpawnInterval -= 0.07; } } // Ball speed logic removed - this is now a rhythm game without a player ball } // Update animated background stars for (var s = 0; s < backgroundStars.length; s++) { var star = backgroundStars[s]; star.y += star.speed; star.alpha = 0.1 + Math.sin(LK.ticks * star.twinkleSpeed) * 0.2; if (star.y > 2832) { star.y = -100; star.x = Math.random() * 2048; } } // 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 vertically) if (note.lastY <= TARGET_Y + HIT_ZONE && note.y > TARGET_Y + 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 = getPooledFloatingText('MISS!', '#ff0000'); missText.x = laneXPositions[note.lane]; missText.y = TARGET_Y - 100; // 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 lane red for missed note var laneFlash = LK.getAsset('laneDivider', { anchorX: 0.5, anchorY: 0.5, x: laneXPositions[note.lane], y: 1366, scaleX: 0.8, scaleY: 2732 / 4, tint: 0xFF0000, alpha: 0.3 }); game.addChild(laneFlash); // Animate miss flash fade out tween(laneFlash, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { if (laneFlash.parent) laneFlash.parent.removeChild(laneFlash); } }); } // Remove notes that are off screen (bottom now) - optimized cleanup threshold if (note.y > CLEANUP_THRESHOLD) { note.destroy(); fallingNotes.splice(i, 1); } } // Music-synced pulse: every 60 frames, pulse the ball and target if (LK.ticks % 60 === 0) { musicBeatCounter++; musicIntensity = 0.5 + Math.sin(musicBeatCounter * 0.1) * 0.5; // Pulse background tint overlay with music if (bgTintOverlay) { var beatColors = [0x00ffff, 0xff00ff, 0xffff00]; bgTintOverlay.tint = beatColors[musicBeatCounter % 3]; tween(bgTintOverlay, { alpha: 0.5 * musicIntensity }, { duration: 200, onFinish: function onFinish() { tween(bgTintOverlay, { alpha: 0.3 }, { duration: 400 }); } }); } // Pulse lane borders with beat for (var lb = 0; lb < laneBorders.length; lb++) { tween(laneBorders[lb], { alpha: 0.6 * musicIntensity, scaleX: 0.8 }, { duration: 100, onFinish: function (border) { return function () { tween(border, { alpha: 0.3, scaleX: 0.5 }, { duration: 300 }); }; }(laneBorders[lb]) }); } // Pulse hit circles with music beat for (var i = 0; i < targetCircles.length; i++) { tween(targetCircles[i], { scaleX: 1.1, scaleY: 1.1 }, { duration: 80, onFinish: function (tc) { return function () { tween(tc, { scaleX: 1, scaleY: 1 }, { duration: 80 }); }; }(targetCircles[i]) }); } } // Update animated background elements for (var e = 0; e < bgElements.length; e++) { bgElements[e].y -= bgElements[e].speed; bgElements[e].rotation += 0.01; bgElements[e].alpha = 0.1 + musicIntensity * 0.1; if (bgElements[e].y < -100) { bgElements[e].y = 2832; bgElements[e].x = Math.random() * 2048; } } // Pulse light beams with music if (LK.ticks % 30 === 0 && bgStars.length > 0) { var beamIndex = Math.floor(Math.random() * bgStars.length); tween(bgStars[beamIndex], { alpha: 0.2 * musicIntensity, scaleX: 0.5 }, { duration: 200, onFinish: function onFinish() { tween(bgStars[beamIndex], { alpha: 0.05, scaleX: 0.2 }, { duration: 400 }); } }); } // Add combo streak particles if (combo > 0 && combo % 5 === 0) { for (var cp = 0; cp < 3; cp++) { var particle = LK.getAsset('noteLeft', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3 }); particle.tint = [0x00bfff, 0xff33cc, 0xffe066][cp]; particle.x = laneXPositions[cp]; particle.y = TARGET_Y; particle.alpha = 0.8; game.addChild(particle); tween(particle, { y: particle.y - 200, alpha: 0, scaleX: 0.05, scaleY: 0.05 }, { duration: 800, onFinish: function onFinish() { if (particle.parent) particle.parent.removeChild(particle); } }); } } // Update floating texts with batch cleanup var textsToRemove = []; for (var i = floatingTexts.length - 1; i >= 0; i--) { var text = floatingTexts[i]; if (text.life <= 0) { textsToRemove.push(text); } } // Batch remove expired floating texts to reduce array operations for (var j = 0; j < textsToRemove.length; j++) { releaseFloatingText(textsToRemove[j]); } // Start music if not playing and we have some score if (score > 0 && LK.ticks === 60) { LK.playMusic('bgmusic'); } // Achievement milestones if (!window.achievements) window.achievements = {}; if (score >= 100 && !window.achievements['century']) { window.achievements['century'] = true; var achievementText = getPooledFloatingText('★ CENTURY SCORE! ★', '#FFD700'); achievementText.x = 1024; achievementText.y = 600; tween(achievementText, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.elasticOut }); } if (combo >= 50 && !window.achievements['combo50']) { window.achievements['combo50'] = true; var achievementText2 = getPooledFloatingText('★ 50 COMBO MASTER! ★', '#FF00FF'); achievementText2.x = 1024; achievementText2.y = 700; } };
===================================================================
--- original.js
+++ change.js
@@ -33,34 +33,34 @@
});
noteGlow.tint = laneBorderColors[lane];
noteGlow.alpha = 0.3;
self.setChildIndex(noteGlow, 0);
- // Add light trail effect
+ // Add simplified light trail effect
self.trail = [];
self.update = function () {
self.lastY = self.y; // Track last Y position
self.y += self.speed; // Move vertically downward
// Update trail
- if (LK.ticks % 2 === 0) {
+ if (LK.ticks % 5 === 0) {
var trail = LK.getAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 0.8,
- scaleY: 0.8
+ scaleX: 0.5,
+ scaleY: 0.5
});
trail.tint = laneBorderColors[self.lane];
- trail.alpha = 0.2;
+ trail.alpha = 0.1;
trail.x = self.x;
- trail.y = self.y - 20;
+ trail.y = self.y - 10;
if (self.parent) self.parent.addChild(trail);
self.trail.push(trail);
// Fade and remove old trail
tween(trail, {
alpha: 0,
- scaleX: 0.4,
- scaleY: 0.4
+ scaleX: 0.2,
+ scaleY: 0.2
}, {
- duration: 400,
+ duration: 200,
onFinish: function onFinish() {
if (trail.parent) trail.parent.removeChild(trail);
}
});
@@ -461,9 +461,9 @@
x: 1024,
y: 120,
scaleX: 8,
scaleY: 1.5,
- alpha: 0.4 // Slightly more opaque for contrast
+ alpha: 0 // Make it fully transparent
});
hudPanel.tint = 0xE6F2FF; // Mist blue for HUD background
LK.gui.top.addChild(hudPanel);
// Score display - left side of HUD
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