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Delete the light bulb and side light effect just make it Pretend to increase the brightness
User prompt
Side light(?) efrects ar bad make them better like there is real light bulbs and lighting there
User prompt
Oyuna dhaa çok vfx ekle
Code edit (1 edits merged)
Please save this source code
User prompt
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
User prompt
Oyunu sil sıfırdan başlıyoruz
User prompt
Oyun oynanmıyor
User prompt
Oyun bozuk hata ayıklama yap
User prompt
Hala hareket etmiyor hareket etme mekaniğini mobil halde yap
User prompt
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 brightness effect when near end
if (score >= 4000 && score < 5000) {
// Pretend to increase the brightness by flashing the screen with a white overlay, pulsing
var brightness = 0.18 + 0.12 * Math.abs(Math.sin(LK.ticks / 10));
LK.effects.flashScreen(0xffffff, 60, brightness);
}
};
// 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
@@ -266,138 +266,13 @@
feverBar.width = 0;
hitZone.alpha = 0.3;
LK.showYouWin();
}
- // Side light bulb effect when near end
+ // Side brightness effect when near end
if (score >= 4000 && score < 5000) {
- if (!game._sideLightActive) {
- game._sideLightActive = true;
- // Create left and right "bulb" containers if not present
- if (!game._sideLightLeft) {
- var leftBulb = new Container();
- // Bulb graphics (ellipse, bright yellow/white)
- var bulb = leftBulb.attachAsset('perfectHit', {
- anchorX: 0.5,
- anchorY: 0,
- x: 100,
- y: 0,
- scaleX: 1.2,
- scaleY: 1.2,
- alpha: 0.95
- });
- // "Glow" overlay (ellipse, soft yellow, larger, low alpha)
- var glow = leftBulb.attachAsset('perfectHit', {
- anchorX: 0.5,
- anchorY: 0,
- x: 100,
- y: 0,
- scaleX: 2.5,
- scaleY: 2.5,
- alpha: 0.25
- });
- // Store for animation
- leftBulb._bulb = bulb;
- leftBulb._glow = glow;
- leftBulb.x = 0;
- leftBulb.y = 0;
- game._sideLightLeft = game.addChild(leftBulb);
- }
- if (!game._sideLightRight) {
- var rightBulb = new Container();
- var bulb = rightBulb.attachAsset('perfectHit', {
- anchorX: 0.5,
- anchorY: 0,
- x: 100,
- y: 0,
- scaleX: 1.2,
- scaleY: 1.2,
- alpha: 0.95
- });
- var glow = rightBulb.attachAsset('perfectHit', {
- anchorX: 0.5,
- anchorY: 0,
- x: 100,
- y: 0,
- scaleX: 2.5,
- scaleY: 2.5,
- alpha: 0.25
- });
- rightBulb._bulb = bulb;
- rightBulb._glow = glow;
- rightBulb.x = 2048 - 200;
- rightBulb.y = 0;
- game._sideLightRight = game.addChild(rightBulb);
- }
- // Create left and right "light beam" overlays
- if (!game._sideLightBeamLeft) {
- var leftBeam = game.addChild(LK.getAsset('hitZone', {
- anchorX: 0,
- anchorY: 0,
- x: 0,
- y: 0,
- width: 200,
- height: 2732,
- alpha: 0.0
- }));
- game._sideLightBeamLeft = leftBeam;
- }
- if (!game._sideLightBeamRight) {
- var rightBeam = game.addChild(LK.getAsset('hitZone', {
- anchorX: 0,
- anchorY: 0,
- x: 2048 - 200,
- y: 0,
- width: 200,
- height: 2732,
- alpha: 0.0
- }));
- game._sideLightBeamRight = rightBeam;
- }
- }
- // Animate bulbs and beams for a "real light" effect
- var pulse = 0.7 + 0.3 * Math.abs(Math.sin(LK.ticks / 8));
- // Animate bulbs (main bulb and glow)
- if (game._sideLightLeft) {
- game._sideLightLeft._bulb.alpha = 0.85 + 0.15 * pulse;
- game._sideLightLeft._glow.alpha = 0.18 + 0.12 * pulse;
- game._sideLightLeft._glow.scale.x = 2.5 + 0.2 * pulse;
- game._sideLightLeft._glow.scale.y = 2.5 + 0.2 * pulse;
- }
- if (game._sideLightRight) {
- game._sideLightRight._bulb.alpha = 0.85 + 0.15 * pulse;
- game._sideLightRight._glow.alpha = 0.18 + 0.12 * pulse;
- game._sideLightRight._glow.scale.x = 2.5 + 0.2 * pulse;
- game._sideLightRight._glow.scale.y = 2.5 + 0.2 * pulse;
- }
- // Animate beams (simulate light rays, fade in/out)
- var beamAlpha = 0.18 + 0.12 * Math.abs(Math.sin(LK.ticks / 10));
- if (game._sideLightBeamLeft) {
- game._sideLightBeamLeft.alpha = beamAlpha;
- }
- if (game._sideLightBeamRight) {
- game._sideLightBeamRight.alpha = beamAlpha;
- }
- } else {
- // Remove side lights if not in range
- if (game._sideLightActive) {
- if (game._sideLightLeft) {
- game._sideLightLeft.destroy();
- game._sideLightLeft = null;
- }
- if (game._sideLightRight) {
- game._sideLightRight.destroy();
- game._sideLightRight = null;
- }
- if (game._sideLightBeamLeft) {
- game._sideLightBeamLeft.destroy();
- game._sideLightBeamLeft = null;
- }
- if (game._sideLightBeamRight) {
- game._sideLightBeamRight.destroy();
- game._sideLightBeamRight = null;
- }
- game._sideLightActive = false;
- }
+ // Pretend to increase the brightness by flashing the screen with a white overlay, pulsing
+ var brightness = 0.18 + 0.12 * Math.abs(Math.sin(LK.ticks / 10));
+ LK.effects.flashScreen(0xffffff, 60, brightness);
}
};
// Game update loop
game.update = function () {
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