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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
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var HitEffect = Container.expand(function () { var self = Container.call(this); var effectGraphics = self.attachAsset('perfectHit', { anchorX: 0.5, anchorY: 0.5 }); self.init = function (x, y) { self.x = x; self.y = y; effectGraphics.alpha = 1; effectGraphics.scale.x = 0.5; effectGraphics.scale.y = 0.5; tween(effectGraphics.scale, { x: 1.5, y: 1.5 }, { duration: 300, easing: tween.easeOut }); tween(effectGraphics, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); var MusicNote = Container.expand(function () { var self = Container.call(this); var noteGraphics = self.attachAsset('musicNote', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.lane = 0; self.isPerfect = false; self.lastY = 0; self.init = function (laneIndex) { self.lane = laneIndex; self.x = 256 + laneIndex * 512; self.y = -100; self.lastY = self.y; // Random color for each note var colors = [0xff1493, 0x00ff00, 0xffff00, 0xff4500]; noteGraphics.tint = colors[Math.floor(Math.random() * colors.length)]; }; self.update = function () { self.lastY = self.y; self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ game.setBackgroundColor(0x1a1a2e); var notes = []; var score = 0; var combo = 0; var maxCombo = 0; var hitZoneY = 2200; var noteSpawnTimer = 0; var gameStarted = false; // Fever mode variables var feverActive = false; var feverGauge = 0; var feverGaugeMax = 1000; var feverTimer = 0; var feverBar = null; var feverBarBg = null; // Create hit zone var hitZone = game.addChild(LK.getAsset('hitZone', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: hitZoneY, alpha: 0.3 })); // Score display var scoreTxt = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Combo display var comboTxt = new Text2('Combo: 0', { size: 60, fill: 0xFFFF00 }); comboTxt.anchor.set(0.5, 0); comboTxt.y = 100; LK.gui.top.addChild(comboTxt); // Instructions var instructionTxt = new Text2('Tap the notes when they reach the blue zone!', { size: 50, fill: 0xFFFFFF }); instructionTxt.anchor.set(0.5, 0.5); LK.gui.center.addChild(instructionTxt); // Fever Bar UI feverBarBg = new Text2('', { size: 1, fill: 0x000000 }); feverBarBg.width = 600; feverBarBg.height = 40; feverBarBg.x = 1024 - 300; feverBarBg.y = 180; feverBarBg.alpha = 0.4; LK.gui.top.addChild(feverBarBg); feverBar = new Text2('', { size: 1, fill: 0xffd700 }); feverBar.width = 0; feverBar.height = 40; feverBar.x = 1024 - 300; feverBar.y = 180; feverBar.alpha = 0.8; LK.gui.top.addChild(feverBar); var feverTxt = new Text2('FEVER', { size: 40, fill: 0xffd700 }); feverTxt.anchor.set(0.5, 0.5); feverTxt.x = 1024; feverTxt.y = 200; LK.gui.top.addChild(feverTxt); // Start game after 2 seconds LK.setTimeout(function () { instructionTxt.visible = false; gameStarted = true; LK.playMusic('gameMusic'); }, 2000); // Touch handler game.down = function (x, y, obj) { if (!gameStarted) { return; } // Determine which lane was tapped var lane = Math.floor(x / 512); if (lane > 3) { lane = 3; } // Check for hit var hitNote = false; for (var i = notes.length - 1; i >= 0; i--) { var note = notes[i]; if (note.lane === lane && Math.abs(note.y - hitZoneY) < 180) { // Hit! hitNote = true; // Hit zone pulse VFX tween(hitZone.scale, { x: 1.15, y: 1.15 }, { duration: 60, onFinish: function onFinish() { tween(hitZone.scale, { x: 1, y: 1 }, { duration: 80 }); } }); var baseScore = 100; combo++; if (combo > maxCombo) { maxCombo = combo; } // Perfect hit bonus if (Math.abs(note.y - hitZoneY) < 30) { baseScore += 50; var effect = game.addChild(new HitEffect()); effect.init(note.x, note.y); // Increase fever gauge on perfect feverGauge += 120; if (feverGauge > feverGaugeMax) { feverGauge = feverGaugeMax; } } else { feverGauge += 40; if (feverGauge > feverGaugeMax) { feverGauge = feverGaugeMax; } } // Bonus note if (note.isBonus) { baseScore += 100; // Visual feedback for bonus note LK.effects.flashObject(note, 0x00ff00, 200); } // Long note if (note.isLong && Math.abs(note.y - hitZoneY) < 30) { baseScore += 100; // Visual feedback for long note perfect hit LK.effects.flashObject(note, 0x00ffff, 200); } // Fever mode bonus if (feverActive) { baseScore *= 2; } score += baseScore; LK.getSound('hitSound').play(); // Flash the note before destroying LK.effects.flashObject(note, 0xffffff, 200); LK.setTimeout(function () { note.destroy(); }, 200); notes.splice(i, 1); break; } } if (!hitNote) { // Miss! combo = 0; LK.getSound('missSound').play(); LK.effects.flashScreen(0xff0000, 200); // Combo break feedback LK.effects.flashScreen(0x000000, 100); } // Update UI scoreTxt.setText('Score: ' + score); comboTxt.setText('Combo: ' + combo); // Combo text pop VFX tween(comboTxt.scale, { x: 1.3, y: 1.3 }, { duration: 80, onFinish: function onFinish() { tween(comboTxt.scale, { x: 1, y: 1 }, { duration: 100 }); } }); // Win condition if (score >= 5000) { feverActive = false; feverGauge = 0; feverTimer = 0; feverBar.width = 0; hitZone.alpha = 0.3; LK.showYouWin(); } // Side flash effect when near end if (score >= 4000 && score < 5000) { if (!game._sideFlashActive) { game._sideFlashActive = true; // Create left and right flash overlays if (!game._sideFlashLeft) { game._sideFlashLeft = game.addChild(LK.getAsset('hitZone', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 200, height: 2732, alpha: 0.0 })); } if (!game._sideFlashRight) { game._sideFlashRight = game.addChild(LK.getAsset('hitZone', { anchorX: 0, anchorY: 0, x: 2048 - 200, y: 0, width: 200, height: 2732, alpha: 0.0 })); } } // Animate the alpha for a flashing effect var flashAlpha = 0.3 + 0.2 * Math.abs(Math.sin(LK.ticks / 10)); if (game._sideFlashLeft) { game._sideFlashLeft.alpha = flashAlpha; } if (game._sideFlashRight) { game._sideFlashRight.alpha = flashAlpha; } } else { // Remove side flashes if not in range if (game._sideFlashActive) { if (game._sideFlashLeft) { game._sideFlashLeft.destroy(); game._sideFlashLeft = null; } if (game._sideFlashRight) { game._sideFlashRight.destroy(); game._sideFlashRight = null; } game._sideFlashActive = false; } } }; // Game update loop game.update = function () { if (!gameStarted) { return; } // Spawn notes noteSpawnTimer++; if (noteSpawnTimer > 45) { noteSpawnTimer = 0; var laneIdx = Math.floor(Math.random() * 4); var note = game.addChild(new MusicNote()); note.init(laneIdx); // Note spawn VFX: pop-in scale and alpha animation if (note.children && note.children.length > 0 && note.children[0]) { var g = note.children[0]; g.scale.x = 0.2; g.scale.y = 0.2; g.alpha = 0.2; tween(g.scale, { x: 1, y: 1 }, { duration: 200, easing: tween.easeOut }); tween(g, { alpha: 1 }, { duration: 200 }); } // 10% chance to spawn a bonus note (worth more points) if (Math.random() < 0.1) { note.isBonus = true; note.attachAsset('perfectHit', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, alpha: 0.3 }); note.speed = 10; } // 10% chance to spawn a long note (slower, worth more if hit perfectly) if (Math.random() < 0.1) { note.isLong = true; note.speed = 4; } notes.push(note); } // Check for missed notes for (var i = notes.length - 1; i >= 0; i--) { var note = notes[i]; // Check if note passed the hit zone if (note.lastY <= hitZoneY + 180 && note.y > hitZoneY + 180) { // Missed! combo = 0; LK.getSound('missSound').play(); comboTxt.setText('Combo: ' + combo); // Visual feedback for miss LK.effects.flashObject(note, 0xff0000, 200); } // Remove notes that are off screen if (note.y > 2832) { note.destroy(); notes.splice(i, 1); } } // Fever mode logic if (feverActive) { feverTimer--; feverGauge -= 2; if (feverGauge < 0) { feverGauge = 0; } // Add a pulsing effect to the hit zone during fever hitZone.alpha = 0.5 + 0.2 * Math.sin(LK.ticks / 5); // Rainbow color cycling for all notes during fever for (var n = 0; n < notes.length; n++) { var noteObj = notes[n]; // Cycle hue based on time and note index for variety var hue = (LK.ticks * 4 + n * 40) % 360 / 360; // Convert hue to RGB (simple HSV to RGB) var i = Math.floor(hue * 6); var f = hue * 6 - i; var q = 1 - f; var r, g, b; switch (i % 6) { case 0: r = 1; g = f; b = 0; break; case 1: r = q; g = 1; b = 0; break; case 2: r = 0; g = 1; b = f; break; case 3: r = 0; g = q; b = 1; break; case 4: r = f; g = 0; b = 1; break; case 5: r = 1; g = 0; b = q; break; } var rgb = Math.floor(r * 255) << 16 | Math.floor(g * 255) << 8 | Math.floor(b * 255); // Set tint for the note's main graphics if (noteObj.children && noteObj.children.length > 0 && noteObj.children[0]) { noteObj.children[0].tint = rgb; } } if (feverTimer <= 0 || feverGauge <= 0) { feverActive = false; feverTimer = 0; hitZone.alpha = 0.3; // End fever visual LK.effects.flashScreen(0x1a1a2e, 400); } } else if (feverGauge >= feverGaugeMax) { feverActive = true; feverTimer = 360; // 6 seconds at 60fps // Fever visual LK.effects.flashScreen(0xffd700, 400); hitZone.alpha = 0.7; // Visual feedback: all notes flash gold for (var f = 0; f < notes.length; f++) { LK.effects.flashObject(notes[f], 0xffd700, 300); } } // Update fever bar UI feverBar.width = Math.floor(feverGauge / feverGaugeMax * 600); // Fever bar glow VFX if (feverActive) { feverBar.alpha = 0.8 + 0.2 * Math.abs(Math.sin(LK.ticks / 4)); } else { feverBar.alpha = 0.8; } // Game over if too many misses if (notes.length > 10) { feverActive = false; feverGauge = 0; feverTimer = 0; feverBar.width = 0; hitZone.alpha = 0.3; LK.showGameOver(); } };
===================================================================
--- original.js
+++ change.js
@@ -168,8 +168,23 @@
var note = notes[i];
if (note.lane === lane && Math.abs(note.y - hitZoneY) < 180) {
// Hit!
hitNote = true;
+ // Hit zone pulse VFX
+ tween(hitZone.scale, {
+ x: 1.15,
+ y: 1.15
+ }, {
+ duration: 60,
+ onFinish: function onFinish() {
+ tween(hitZone.scale, {
+ x: 1,
+ y: 1
+ }, {
+ duration: 80
+ });
+ }
+ });
var baseScore = 100;
combo++;
if (combo > maxCombo) {
maxCombo = combo;
@@ -227,8 +242,23 @@
}
// Update UI
scoreTxt.setText('Score: ' + score);
comboTxt.setText('Combo: ' + combo);
+ // Combo text pop VFX
+ tween(comboTxt.scale, {
+ x: 1.3,
+ y: 1.3
+ }, {
+ duration: 80,
+ onFinish: function onFinish() {
+ tween(comboTxt.scale, {
+ x: 1,
+ y: 1
+ }, {
+ duration: 100
+ });
+ }
+ });
// Win condition
if (score >= 5000) {
feverActive = false;
feverGauge = 0;
@@ -299,8 +329,27 @@
noteSpawnTimer = 0;
var laneIdx = Math.floor(Math.random() * 4);
var note = game.addChild(new MusicNote());
note.init(laneIdx);
+ // Note spawn VFX: pop-in scale and alpha animation
+ if (note.children && note.children.length > 0 && note.children[0]) {
+ var g = note.children[0];
+ g.scale.x = 0.2;
+ g.scale.y = 0.2;
+ g.alpha = 0.2;
+ tween(g.scale, {
+ x: 1,
+ y: 1
+ }, {
+ duration: 200,
+ easing: tween.easeOut
+ });
+ tween(g, {
+ alpha: 1
+ }, {
+ duration: 200
+ });
+ }
// 10% chance to spawn a bonus note (worth more points)
if (Math.random() < 0.1) {
note.isBonus = true;
note.attachAsset('perfectHit', {
@@ -345,8 +394,56 @@
feverGauge = 0;
}
// Add a pulsing effect to the hit zone during fever
hitZone.alpha = 0.5 + 0.2 * Math.sin(LK.ticks / 5);
+ // Rainbow color cycling for all notes during fever
+ for (var n = 0; n < notes.length; n++) {
+ var noteObj = notes[n];
+ // Cycle hue based on time and note index for variety
+ var hue = (LK.ticks * 4 + n * 40) % 360 / 360;
+ // Convert hue to RGB (simple HSV to RGB)
+ var i = Math.floor(hue * 6);
+ var f = hue * 6 - i;
+ var q = 1 - f;
+ var r, g, b;
+ switch (i % 6) {
+ case 0:
+ r = 1;
+ g = f;
+ b = 0;
+ break;
+ case 1:
+ r = q;
+ g = 1;
+ b = 0;
+ break;
+ case 2:
+ r = 0;
+ g = 1;
+ b = f;
+ break;
+ case 3:
+ r = 0;
+ g = q;
+ b = 1;
+ break;
+ case 4:
+ r = f;
+ g = 0;
+ b = 1;
+ break;
+ case 5:
+ r = 1;
+ g = 0;
+ b = q;
+ break;
+ }
+ var rgb = Math.floor(r * 255) << 16 | Math.floor(g * 255) << 8 | Math.floor(b * 255);
+ // Set tint for the note's main graphics
+ if (noteObj.children && noteObj.children.length > 0 && noteObj.children[0]) {
+ noteObj.children[0].tint = rgb;
+ }
+ }
if (feverTimer <= 0 || feverGauge <= 0) {
feverActive = false;
feverTimer = 0;
hitZone.alpha = 0.3;
@@ -365,8 +462,14 @@
}
}
// Update fever bar UI
feverBar.width = Math.floor(feverGauge / feverGaugeMax * 600);
+ // Fever bar glow VFX
+ if (feverActive) {
+ feverBar.alpha = 0.8 + 0.2 * Math.abs(Math.sin(LK.ticks / 4));
+ } else {
+ feverBar.alpha = 0.8;
+ }
// Game over if too many misses
if (notes.length > 10) {
feverActive = false;
feverGauge = 0;
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