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Delete the light bulb and side light effect just make it Pretend to increase the brightness
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Side light(?) efrects ar bad make them better like there is real light bulbs and lighting there
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Oyuna dhaa çok vfx ekle
Code edit (1 edits merged)
Please save this source code
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Made a (screen flashing but from the sides) when game comes near to the end (like 1k points away)
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Add more vfk
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Make notes hitbox bigger
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Tıklama zamanını büyüt (mavi alan)
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Oyunu geliştir baya uzun süre boyunce geliştir her şeyini geliştir ben bir işim çıktı gelicem ben gleehe kadar dediğim gibi her şeyi geliştir oyunu daha zevkli yapacak şeyleri ekle
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Please fix the bug: 'Uncaught TypeError: tween.to is not a function' in or related to this line: 'tween.to(effectGraphics.scale, {' Line Number: 31 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Oynarken zevk alacağın upit de populer olacak müzik temalo bir oyun yap
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Oyunu sil sıfırdan başlıyoruz
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Oyun oynanmıyor
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Oyun bozuk hata ayıklama yap
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Hala hareket etmiyor hareket etme mekaniğini mobil halde yap
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Hareket edilmiyor
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Oyunu çalıştır
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Devam et
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Color Splash Maze
Initial prompt
Bana güzel bir oyun oluştur
/**** * Classes ****/ // Paint Ball (Player) class var ColorBall = Container.expand(function () { var self = Container.call(this); // Attach a colored ellipse as the paint ball self.color = 0xff0000; // Default color (red) self.radius = 80; var ball = self.attachAsset('paintBall', { anchorX: 0.5, anchorY: 0.5, width: self.radius * 2, height: self.radius * 2, color: self.color, shape: 'ellipse' }); self.setColor = function (color) { self.color = color; // Remove the old asset and attach a new one with the new color if (ball && ball.parent) { self.removeChild(ball); } // Re-attach with updated color ball = self.attachAsset('paintBall', { anchorX: 0.5, anchorY: 0.5, width: self.radius * 2, height: self.radius * 2, color: self.color, shape: 'ellipse' }); }; // Track last position for event triggers self.lastX = self.x; self.lastY = self.y; self.update = function () { // Update last position for event triggers self.lastX = self.x; self.lastY = self.y; }; return self; }); // Color Gate class var ColorGate = Container.expand(function () { var self = Container.call(this); self.gateColor = 0x00ff00; // Default green self.width = 200; self.height = 40; var gate = self.attachAsset('colorGate', { anchorX: 0.5, anchorY: 0.5, width: self.width, height: self.height, color: self.gateColor, shape: 'box' }); self.setColor = function (color) { self.gateColor = color; // Remove the old asset and attach a new one with the new color if (gate && gate.parent) { self.removeChild(gate); } gate = self.attachAsset('colorGate', { anchorX: 0.5, anchorY: 0.5, width: self.width, height: self.height, color: self.gateColor, shape: 'box' }); }; return self; }); // Finish class var Finish = Container.expand(function () { var self = Container.call(this); self.radius = 100; var fin = self.attachAsset('finish', { anchorX: 0.5, anchorY: 0.5, width: self.radius * 2, height: self.radius * 2, color: 0xffffff, shape: 'ellipse' }); return self; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); self.width = 180; self.height = 180; var obs = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5, width: self.width, height: self.height, color: 0x333333, shape: 'box' }); return self; }); // PowerUp class var PowerUp = Container.expand(function () { var self = Container.call(this); self.type = 'speed'; // or 'time' self.radius = 60; var pu = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5, width: self.radius * 2, height: self.radius * 2, color: 0xffff00, shape: 'ellipse' }); self.setType = function (type) { self.type = type; // Remove the old asset and attach a new one with the new color if (pu && pu.parent) { self.removeChild(pu); } pu = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5, width: self.radius * 2, height: self.radius * 2, color: type === 'speed' ? 0x00ffff : 0xff00ff, shape: 'ellipse' }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // --- Game State Variables --- var player; // ColorBall instance var gates = []; // Array of ColorGate var obstacles = []; // Array of Obstacle var powerUps = []; // Array of PowerUp var finish; // Finish instance var dragging = false; var dragOffsetX = 0; var dragOffsetY = 0; var score = 0; var timeLeft = 30; // seconds var timerText; var scoreText; var gameActive = true; // --- Helper Functions --- function randomColor() { // Return a random color from a palette var palette = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff]; return palette[Math.floor(Math.random() * palette.length)]; } function randomGateColor() { // Return a random color for gates (avoid white) return randomColor(); } function resetGameState() { // Remove all objects from previous round for (var i = 0; i < gates.length; i++) gates[i].destroy(); for (var i = 0; i < obstacles.length; i++) obstacles[i].destroy(); for (var i = 0; i < powerUps.length; i++) powerUps[i].destroy(); if (finish) finish.destroy(); gates = []; obstacles = []; powerUps = []; finish = null; score = 0; timeLeft = 30; gameActive = true; } function setupMaze() { // Place player at start player.x = 200; player.y = 2732 / 2; player.setColor(randomColor()); // Place finish at far right finish = new Finish(); finish.x = 2048 - 200; finish.y = 2732 / 2; game.addChild(finish); // Place color gates (3-5 random) var gateCount = 3 + Math.floor(Math.random() * 3); for (var i = 0; i < gateCount; i++) { var gate = new ColorGate(); var color = randomGateColor(); gate.setColor(color); // Evenly space gates horizontally gate.x = 500 + i * ((2048 - 800) / (gateCount - 1)); // Random vertical offset gate.y = 600 + Math.floor(Math.random() * (2732 - 1200)); gates.push(gate); game.addChild(gate); } // Place obstacles (2-4 random) var obsCount = 2 + Math.floor(Math.random() * 3); for (var i = 0; i < obsCount; i++) { var obs = new Obstacle(); obs.x = 400 + Math.random() * (2048 - 800); obs.y = 400 + Math.random() * (2732 - 800); obstacles.push(obs); game.addChild(obs); } // Place 1-2 powerups var puCount = 1 + Math.floor(Math.random() * 2); for (var i = 0; i < puCount; i++) { var pu = new PowerUp(); pu.setType(Math.random() > 0.5 ? 'speed' : 'time'); pu.x = 400 + Math.random() * (2048 - 800); pu.y = 400 + Math.random() * (2732 - 800); powerUps.push(pu); game.addChild(pu); } } // --- UI Setup --- scoreText = new Text2('Score: 0', { size: 90, fill: "#fff" }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); timerText = new Text2('Time: 30', { size: 90, fill: "#fff" }); timerText.anchor.set(0.5, 0); LK.gui.topRight.addChild(timerText); // --- Player Setup --- player = new ColorBall(); player.x = 200; player.y = 2732 / 2; player.lastX = player.x; player.lastY = player.y; game.addChild(player); // --- Start Maze --- setupMaze(); // --- Input Handling --- game.down = function (x, y, obj) { if (!gameActive) return; // Only start drag if touch is on player var dx = x - player.x; var dy = y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < player.radius) { dragging = true; dragOffsetX = player.x - x; dragOffsetY = player.y - y; } }; game.move = function (x, y, obj) { if (!gameActive) return; if (dragging) { // Save previous position before moving for event triggers player.lastX = player.x; player.lastY = player.y; // On mobile, follow finger/touch directly (center ball under finger) var newX = x; var newY = y; // Keep inside bounds newX = Math.max(player.radius, Math.min(2048 - player.radius, newX)); newY = Math.max(player.radius, Math.min(2732 - player.radius, newY)); player.x = newX; player.y = newY; } }; game.up = function (x, y, obj) { dragging = false; }; // --- Game Update Loop --- game.update = function () { if (!gameActive) return; // Update player lastX/lastY for event triggers player.lastX = typeof player.lastX === "number" ? player.lastX : player.x; player.lastY = typeof player.lastY === "number" ? player.lastY : player.y; // Timer if (LK.ticks % 60 === 0) { // 1 second timeLeft--; timerText.setText('Time: ' + timeLeft); if (timeLeft <= 0) { gameActive = false; LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // Check collision with gates for (var i = gates.length - 1; i >= 0; i--) { var gate = gates[i]; if (!gate.lastWasIntersecting) gate.lastWasIntersecting = false; var nowIntersecting = player.intersects(gate); if (!gate.lastWasIntersecting && nowIntersecting) { // Only score if color matches if (player.color === gate.gateColor) { score += 10; scoreText.setText('Score: ' + score); // Change player color player.setColor(randomColor()); // Remove gate gate.destroy(); gates.splice(i, 1); } else { // Penalty: lose 3 seconds timeLeft = Math.max(0, timeLeft - 3); timerText.setText('Time: ' + timeLeft); LK.effects.flashObject(player, 0xff0000, 400); } } gate.lastWasIntersecting = nowIntersecting; } // Check collision with obstacles for (var i = 0; i < obstacles.length; i++) { var obs = obstacles[i]; if (!obs.lastWasIntersecting) obs.lastWasIntersecting = false; var nowIntersecting = player.intersects(obs); if (!obs.lastWasIntersecting && nowIntersecting) { // Penalty: lose 5 seconds timeLeft = Math.max(0, timeLeft - 5); timerText.setText('Time: ' + timeLeft); LK.effects.flashObject(player, 0xff0000, 600); } obs.lastWasIntersecting = nowIntersecting; } // Check collision with powerups for (var i = powerUps.length - 1; i >= 0; i--) { var pu = powerUps[i]; if (!pu.lastWasIntersecting) pu.lastWasIntersecting = false; var nowIntersecting = player.intersects(pu); if (!pu.lastWasIntersecting && nowIntersecting) { if (pu.type === 'speed') { // Speed boost: move player forward player.x = Math.min(2048 - player.radius, player.x + 300); LK.effects.flashObject(player, 0x00ffff, 400); } else if (pu.type === 'time') { // Add 5 seconds timeLeft += 5; timerText.setText('Time: ' + timeLeft); LK.effects.flashObject(player, 0xff00ff, 400); } pu.destroy(); powerUps.splice(i, 1); } pu.lastWasIntersecting = nowIntersecting; } // Check finish if (!finish.lastWasIntersecting) finish.lastWasIntersecting = false; var finishIntersect = player.intersects(finish); if (!finish.lastWasIntersecting && finishIntersect) { // Win! score += 50; scoreText.setText('Score: ' + score); gameActive = false; LK.effects.flashScreen(0x00ff00, 1000); LK.showYouWin(); return; } finish.lastWasIntersecting = finishIntersect; }; // --- Reset on Game Over/Win --- LK.on('gameover', function () { resetGameState(); setupMaze(); player.x = 200; player.y = 2732 / 2; player.lastX = player.x; player.lastY = player.y; scoreText.setText('Score: 0'); timerText.setText('Time: 30'); gameActive = true; }); LK.on('youwin', function () { resetGameState(); setupMaze(); player.x = 200; player.y = 2732 / 2; player.lastX = player.x; player.lastY = player.y; scoreText.setText('Score: 0'); timerText.setText('Time: 30'); gameActive = true; });
===================================================================
--- original.js
+++ change.js
@@ -239,8 +239,10 @@
// --- Player Setup ---
player = new ColorBall();
player.x = 200;
player.y = 2732 / 2;
+player.lastX = player.x;
+player.lastY = player.y;
game.addChild(player);
// --- Start Maze ---
setupMaze();
// --- Input Handling ---
@@ -258,27 +260,30 @@
};
game.move = function (x, y, obj) {
if (!gameActive) return;
if (dragging) {
+ // Save previous position before moving for event triggers
+ player.lastX = player.x;
+ player.lastY = player.y;
// On mobile, follow finger/touch directly (center ball under finger)
var newX = x;
var newY = y;
// Keep inside bounds
newX = Math.max(player.radius, Math.min(2048 - player.radius, newX));
newY = Math.max(player.radius, Math.min(2732 - player.radius, newY));
player.x = newX;
player.y = newY;
- // Save previous position before moving for event triggers
- player.lastX = typeof player.lastX === "number" ? player.x : player.x;
- player.lastY = typeof player.lastY === "number" ? player.y : player.y;
}
};
game.up = function (x, y, obj) {
dragging = false;
};
// --- Game Update Loop ---
game.update = function () {
if (!gameActive) return;
+ // Update player lastX/lastY for event triggers
+ player.lastX = typeof player.lastX === "number" ? player.lastX : player.x;
+ player.lastY = typeof player.lastY === "number" ? player.lastY : player.y;
// Timer
if (LK.ticks % 60 === 0) {
// 1 second
timeLeft--;
@@ -367,8 +372,10 @@
resetGameState();
setupMaze();
player.x = 200;
player.y = 2732 / 2;
+ player.lastX = player.x;
+ player.lastY = player.y;
scoreText.setText('Score: 0');
timerText.setText('Time: 30');
gameActive = true;
});
@@ -376,8 +383,10 @@
resetGameState();
setupMaze();
player.x = 200;
player.y = 2732 / 2;
+ player.lastX = player.x;
+ player.lastY = player.y;
scoreText.setText('Score: 0');
timerText.setText('Time: 30');
gameActive = true;
});
\ No newline at end of file
Only the note no background
Delete the background only the note
The same note without the background only change is it will be green
Same note no background only change is it will be pink
Same note no background but orange
Same note no background but it will be purple
Patlama efekti. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat