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✅ Add NoteManager class to handle note spawning and management
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move the note tap logic from game.update() to Note.update()
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add a global speed multiplier to control absolute speed but respect relative notes speed
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Increase vertical space between falling dots
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Increase vertical space between falling dots by increasing noteTravelTime
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augment vertical space between dots
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reduce falling speed
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make dots bigger
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reduce falling speed
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now for each note play the corresponding key sound
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complete keyToLane from "key0" to "key14"
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create a sound asset for each key, named : "key0", ...., "key14"
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add a sound asset for each key
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Please fix the bug: 'Cannot read properties of undefined (reading '0')' in or related to this line: 'var songNotesRaw = SONGS[0].songNotes;' Line Number: 78
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adapt the game to use the SONGS array
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Music Snow
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### Game Title: Music Snow #### Game Concept: Musical game where players tap falling white dots in sync with a song. Each dot represents a musical note, and the player must tap them in sequence to the rhythm of the music. The game is designed to test and improve the player's timing and rhythm skills. #### Gameplay Mechanics: 1. **Game Screen:** - The game screen is a vertical plane where white dots fall from the top. - There are three invisible vertical columns that determine the horizontal position of the dots. 2. **Dots:** - Each white dot corresponds to a note from a song. - Dots spawn in random columns but appear at specific times as defined by the song's rhythm and timing. 3. **Player Interaction:** - Players must tap the dots in the order they appear. - Tapping a dot accurately to the rhythm will play the corresponding note from the song. - Missing a dot or tapping out of sequence results in a mistake. 4. **Objective:** - To win, the player must successfully tap all the notes in the correct order without missing any. - Successfully completing a song advances the player to the next level. 5. **Levels and Difficulty:** - Each level features a different song, with increasing difficulty. - In the first version of the game, there is only one song and one level available. - Future updates will include more songs and levels with varying difficulty. 6. **Song Data:** - Songs are stored in a predefined JSON format. - The JSON file includes details such as the song name, BPM (beats per minute), and an array of song notes with their respective timing and key. #### First Song: SAVE EXACTLY THIS VALUE : `[{"name":"Ode to Joy","bpm":220,"pitchLevel":0,"bitsPerPage":16,"isComposed":false,"songNotes":[{"time":1432,"key":"Key6"},{"time":1855,"key":"Key6"}]` #### Technical Requirements: - The game requires precise timing mechanisms to spawn dots in sync with the song. - Audio feedback for each tapped note to enhance the musical experience. - A scoring system to track the player's accuracy and performance.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Note class: a falling dot in a lane, with timing and tap state var Note = Container.expand(function () { var self = Container.call(this); // Attach the note dot asset, centered var dot = self.attachAsset('noteDot', { anchorX: 0.5, anchorY: 0.5 }); // Lane index (0,1,2) self.lane = 0; // Time (in ms) when this note should be hit self.hitTime = 0; // Whether this note has been tapped self.tapped = false; // Whether this note has been missed self.missed = false; // For tap feedback self.showTapFeedback = function () { var feedback = self.attachAsset('tapFeedback', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); tween(feedback, { alpha: 0 }, { duration: 250, onFinish: function onFinish() { feedback.destroy(); } }); }; // Called every tick self.update = function () { // No per-frame logic here; position is set by main game loop }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Music track (Ode to Joy, assumed loaded as 'odeToJoy') // Sound for miss // Sound for correct tap // Lane highlight (subtle gray) // Tap feedback (blue highlight) // Falling note (white dot) var SONGS = [{ "name": "Ode to Joy", "bpm": 220, "pitchLevel": 0, "bitsPerPage": 16, "isComposed": false, "songNotes": [{ "time": 1432, "key": "Key6" }, { "time": 1855, "key": "Key6" }, { "time": 2305, "key": "Key7" }, { "time": 2788, "key": "Key8" }, { "time": 3216, "key": "Key8" }, { "time": 3666, "key": "Key7" }, { "time": 4122, "key": "Key6" }, { "time": 4567, "key": "Key5" }, { "time": 5027, "key": "Key4" }, { "time": 5479, "key": "Key4" }, { "time": 5937, "key": "Key5" }, { "time": 6397, "key": "Key6" }, { "time": 6864, "key": "Key6" }, { "time": 7583, "key": "Key5" }, { "time": 7820, "key": "Key5" }, { "time": 8816, "key": "Key6" }, { "time": 9289, "key": "Key6" }, { "time": 9778, "key": "Key7" }, { "time": 10205, "key": "Key8" }, { "time": 10672, "key": "Key8" }, { "time": 11108, "key": "Key7" }, { "time": 11564, "key": "Key6" }, { "time": 12000, "key": "Key5" }, { "time": 12455, "key": "Key4" }, { "time": 12911, "key": "Key4" }, { "time": 13339, "key": "Key5" }, { "time": 13785, "key": "Key6" }, { "time": 14370, "key": "Key5" }, { "time": 15131, "key": "Key4" }, { "time": 15341, "key": "Key4" }, { "time": 16318, "key": "Key5" }, { "time": 16760, "key": "Key5" }, { "time": 17243, "key": "Key6" }, { "time": 17711, "key": "Key4" }, { "time": 18164, "key": "Key5" }, { "time": 18607, "key": "Key6" }, { "time": 18840, "key": "Key7" }, { "time": 19107, "key": "Key6" }, { "time": 19556, "key": "Key4" }, { "time": 20007, "key": "Key5" }, { "time": 20428, "key": "Key6" }, { "time": 20634, "key": "Key7" }, { "time": 20915, "key": "Key6" }, { "time": 21375, "key": "Key5" }, { "time": 21859, "key": "Key4" }, { "time": 22325, "key": "Key5" }, { "time": 22818, "key": "Key1" }, { "time": 23809, "key": "Key6" }, { "time": 24259, "key": "Key6" }, { "time": 24725, "key": "Key7" }, { "time": 25156, "key": "Key8" }, { "time": 25597, "key": "Key8" }, { "time": 26039, "key": "Key7" }, { "time": 26496, "key": "Key6" }, { "time": 26950, "key": "Key5" }, { "time": 27413, "key": "Key4" }, { "time": 27882, "key": "Key4" }, { "time": 28309, "key": "Key5" }, { "time": 28830, "key": "Key6" }, { "time": 29319, "key": "Key5" }, { "time": 30092, "key": "Key4" }, { "time": 30343, "key": "Key4" }], "fromLibrary": true }]; ; // --- Song Data: Use SONGS[0] --- // Each note: {lane: 0|1|2, time: ms from song start} // Lane 0: left, 1: center, 2: right // We'll map keys to lanes below. var songNotesRaw = SONGS[0].songNotes; var keyToLane = { "Key4": 0, "Key5": 1, "Key6": 2, "Key7": 0, "Key8": 1, "Key1": 2 }; // If the song uses only Key6/Key7/Key8, map them to 0/1/2, else fallback to a round-robin var songNotes = []; for (var i = 0; i < songNotesRaw.length; i++) { var note = songNotesRaw[i]; var lane = 0; if (keyToLane.hasOwnProperty(note.key)) { lane = keyToLane[note.key]; } else { lane = i % 3; } songNotes.push({ lane: lane, time: note.time }); } // Song duration (ms) var songDuration = songNotes.length > 0 ? songNotes[songNotes.length - 1].time + 1000 : 9000; // --- Lane positions (3 columns) --- var laneCount = 3; var laneWidth = 480; var laneSpacing = 2048 / laneCount; var laneX = [laneSpacing * 0.5, // left laneSpacing * 1.5, // center laneSpacing * 2.5 // right ]; // --- Note fall parameters --- var noteTravelTime = 1200; // ms: time from spawn (top) to hit line (bottom) var hitLineY = 2300; // y position where notes should be tapped var noteStartY = -100; // spawn just above the screen // --- State --- var notes = []; // All Note objects in play var nextNoteIdx = 0; // Index of next note to spawn var songStartTime = 0; // Date.now() when song started var gameActive = false; // True if game is running var score = 0; var combo = 0; var maxCombo = 0; var lastTapTime = 0; // --- GUI Elements --- var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var comboTxt = new Text2('', { size: 80, fill: 0x3A8EE6 }); comboTxt.anchor.set(0.5, 0); LK.gui.top.addChild(comboTxt); comboTxt.y = 130; // --- Lane highlights (for visual feedback) --- var laneHighlights = []; for (var i = 0; i < laneCount; i++) { var laneHL = LK.getAsset('laneHighlight', { anchorX: 0.5, anchorY: 0, alpha: 0.07, x: laneX[i], y: 0, height: 2732 }); game.addChild(laneHL); laneHighlights.push(laneHL); } // --- Hit line (invisible, for reference) --- var hitLineYDisplay = hitLineY; // --- Start the game --- function startGame() { // Reset state for (var i = 0; i < notes.length; i++) { notes[i].destroy(); } notes = []; nextNoteIdx = 0; score = 0; combo = 0; maxCombo = 0; scoreTxt.setText('0'); comboTxt.setText(''); lastTapTime = 0; gameActive = true; songStartTime = Date.now(); // Play music LK.playMusic('odeToJoy', { fade: { start: 0, end: 1, duration: 800 } }); } startGame(); // --- Main game update loop --- game.update = function () { if (!gameActive) { return; } var now = Date.now(); var songElapsed = now - songStartTime; // --- Spawn notes as their time approaches --- while (nextNoteIdx < songNotes.length && songNotes[nextNoteIdx].time - noteTravelTime <= songElapsed) { var noteData = songNotes[nextNoteIdx]; var note = new Note(); note.lane = noteData.lane; note.hitTime = noteData.time; note.x = laneX[note.lane]; note.y = noteStartY; notes.push(note); game.addChild(note); nextNoteIdx++; } // --- Update notes: position, miss detection --- for (var i = notes.length - 1; i >= 0; i--) { var note = notes[i]; // Calculate progress: 0 (spawn) to 1 (at hit line) var t = (songElapsed - (note.hitTime - noteTravelTime)) / noteTravelTime; if (t < 0) { t = 0; } if (t > 1) { t = 1; } note.y = noteStartY + (hitLineY - noteStartY) * t; // Miss detection: if note passes hit line and not tapped if (!note.tapped && !note.missed && songElapsed > note.hitTime + 220) { note.missed = true; note.alpha = 0.3; combo = 0; comboTxt.setText(''); LK.getSound('tapMiss').play(); // Flash lane red LK.effects.flashObject(laneHighlights[note.lane], 0xff0000, 300); // Game over on first miss LK.effects.flashScreen(0xff0000, 600); gameActive = false; LK.setTimeout(function () { LK.showGameOver(); }, 600); } // Remove notes that are far past the hit line if (songElapsed > note.hitTime + 1200) { note.destroy(); notes.splice(i, 1); } } // --- Win condition: song finished and all notes handled --- if (songElapsed > songDuration + 1000 && notes.length === 0 && gameActive) { gameActive = false; LK.setTimeout(function () { LK.showYouWin(); }, 600); } }; // --- Tap input handling --- // Convert x to lane index (0,1,2) function getLaneFromX(x) { // Each lane is laneSpacing wide, centered at laneX[i] for (var i = 0; i < laneCount; i++) { var left = laneX[i] - laneWidth / 2; var right = laneX[i] + laneWidth / 2; if (x >= left && x <= right) { return i; } } // Out of bounds return -1; } // On tap (down) anywhere in game game.down = function (x, y, obj) { if (!gameActive) { return; } // Only accept taps near the hit line (±220px) if (y < hitLineY - 220 || y > hitLineY + 220) { return; } var lane = getLaneFromX(x); if (lane < 0 || lane >= laneCount) { return; } // Find the earliest untapped note in this lane within hit window var now = Date.now(); var songElapsed = now - songStartTime; var bestNote = null; var bestDelta = 9999; for (var i = 0; i < notes.length; i++) { var note = notes[i]; if (note.lane !== lane) { continue; } if (note.tapped || note.missed) { continue; } var delta = Math.abs(songElapsed - note.hitTime); if (delta < 320 && delta < bestDelta) { // 320ms window bestNote = note; bestDelta = delta; } } if (bestNote) { // Correct tap! bestNote.tapped = true; bestNote.showTapFeedback(); LK.getSound('tapGood').play(); score += 1; combo += 1; if (combo > maxCombo) { maxCombo = combo; } scoreTxt.setText(score); if (combo > 1) { comboTxt.setText(combo + ' Combo!'); } else { comboTxt.setText(''); } // Flash lane blue LK.effects.flashObject(laneHighlights[lane], 0x3a8ee6, 180); // Remove note visually tween(bestNote, { alpha: 0 }, { duration: 180, onFinish: function onFinish() { bestNote.destroy(); } }); // Remove from notes array after fade for (var j = 0; j < notes.length; j++) { if (notes[j] === bestNote) { notes.splice(j, 1); break; } } } else { // Miss! (Tapped with no note in window) combo = 0; comboTxt.setText(''); LK.getSound('tapMiss').play(); LK.effects.flashObject(laneHighlights[lane], 0xff0000, 300); LK.effects.flashScreen(0xff0000, 600); gameActive = false; LK.setTimeout(function () { LK.showGameOver(); }, 600); } }; // --- Visual: show hit line (subtle, not interactive) --- var hitLine = LK.getAsset('laneHighlight', { anchorX: 0.5, anchorY: 0.5, width: 2048, height: 8, color: 0x3a8ee6, alpha: 0.18, x: 2048 / 2, y: hitLineY }); game.addChild(hitLine); // --- Play music on start --- LK.playMusic('odeToJoy', { fade: { start: 0, end: 1, duration: 800 } }); // --- Reset game on game over or win --- LK.on('gameover', function () { LK.stopMusic(); startGame(); }); LK.on('youwin', function () { LK.stopMusic(); startGame(); }); var SONGS = [{ "name": "Ode to Joy", "bpm": 220, "pitchLevel": 0, "bitsPerPage": 16, "isComposed": false, "songNotes": [{ "time": 1432, "key": "Key6" }, { "time": 1855, "key": "Key6" }, { "time": 2305, "key": "Key7" }, { "time": 2788, "key": "Key8" }, { "time": 3216, "key": "Key8" }, { "time": 3666, "key": "Key7" }, { "time": 4122, "key": "Key6" }, { "time": 4567, "key": "Key5" }, { "time": 5027, "key": "Key4" }, { "time": 5479, "key": "Key4" }, { "time": 5937, "key": "Key5" }, { "time": 6397, "key": "Key6" }, { "time": 6864, "key": "Key6" }, { "time": 7583, "key": "Key5" }, { "time": 7820, "key": "Key5" }, { "time": 8816, "key": "Key6" }, { "time": 9289, "key": "Key6" }, { "time": 9778, "key": "Key7" }, { "time": 10205, "key": "Key8" }, { "time": 10672, "key": "Key8" }, { "time": 11108, "key": "Key7" }, { "time": 11564, "key": "Key6" }, { "time": 12000, "key": "Key5" }, { "time": 12455, "key": "Key4" }, { "time": 12911, "key": "Key4" }, { "time": 13339, "key": "Key5" }, { "time": 13785, "key": "Key6" }, { "time": 14370, "key": "Key5" }, { "time": 15131, "key": "Key4" }, { "time": 15341, "key": "Key4" }, { "time": 16318, "key": "Key5" }, { "time": 16760, "key": "Key5" }, { "time": 17243, "key": "Key6" }, { "time": 17711, "key": "Key4" }, { "time": 18164, "key": "Key5" }, { "time": 18607, "key": "Key6" }, { "time": 18840, "key": "Key7" }, { "time": 19107, "key": "Key6" }, { "time": 19556, "key": "Key4" }, { "time": 20007, "key": "Key5" }, { "time": 20428, "key": "Key6" }, { "time": 20634, "key": "Key7" }, { "time": 20915, "key": "Key6" }, { "time": 21375, "key": "Key5" }, { "time": 21859, "key": "Key4" }, { "time": 22325, "key": "Key5" }, { "time": 22818, "key": "Key1" }, { "time": 23809, "key": "Key6" }, { "time": 24259, "key": "Key6" }, { "time": 24725, "key": "Key7" }, { "time": 25156, "key": "Key8" }, { "time": 25597, "key": "Key8" }, { "time": 26039, "key": "Key7" }, { "time": 26496, "key": "Key6" }, { "time": 26950, "key": "Key5" }, { "time": 27413, "key": "Key4" }, { "time": 27882, "key": "Key4" }, { "time": 28309, "key": "Key5" }, { "time": 28830, "key": "Key6" }, { "time": 29319, "key": "Key5" }, { "time": 30092, "key": "Key4" }, { "time": 30343, "key": "Key4" }], "fromLibrary": true }];
===================================================================
--- original.js
+++ change.js
@@ -60,8 +60,204 @@
// Sound for correct tap
// Lane highlight (subtle gray)
// Tap feedback (blue highlight)
// Falling note (white dot)
+var SONGS = [{
+ "name": "Ode to Joy",
+ "bpm": 220,
+ "pitchLevel": 0,
+ "bitsPerPage": 16,
+ "isComposed": false,
+ "songNotes": [{
+ "time": 1432,
+ "key": "Key6"
+ }, {
+ "time": 1855,
+ "key": "Key6"
+ }, {
+ "time": 2305,
+ "key": "Key7"
+ }, {
+ "time": 2788,
+ "key": "Key8"
+ }, {
+ "time": 3216,
+ "key": "Key8"
+ }, {
+ "time": 3666,
+ "key": "Key7"
+ }, {
+ "time": 4122,
+ "key": "Key6"
+ }, {
+ "time": 4567,
+ "key": "Key5"
+ }, {
+ "time": 5027,
+ "key": "Key4"
+ }, {
+ "time": 5479,
+ "key": "Key4"
+ }, {
+ "time": 5937,
+ "key": "Key5"
+ }, {
+ "time": 6397,
+ "key": "Key6"
+ }, {
+ "time": 6864,
+ "key": "Key6"
+ }, {
+ "time": 7583,
+ "key": "Key5"
+ }, {
+ "time": 7820,
+ "key": "Key5"
+ }, {
+ "time": 8816,
+ "key": "Key6"
+ }, {
+ "time": 9289,
+ "key": "Key6"
+ }, {
+ "time": 9778,
+ "key": "Key7"
+ }, {
+ "time": 10205,
+ "key": "Key8"
+ }, {
+ "time": 10672,
+ "key": "Key8"
+ }, {
+ "time": 11108,
+ "key": "Key7"
+ }, {
+ "time": 11564,
+ "key": "Key6"
+ }, {
+ "time": 12000,
+ "key": "Key5"
+ }, {
+ "time": 12455,
+ "key": "Key4"
+ }, {
+ "time": 12911,
+ "key": "Key4"
+ }, {
+ "time": 13339,
+ "key": "Key5"
+ }, {
+ "time": 13785,
+ "key": "Key6"
+ }, {
+ "time": 14370,
+ "key": "Key5"
+ }, {
+ "time": 15131,
+ "key": "Key4"
+ }, {
+ "time": 15341,
+ "key": "Key4"
+ }, {
+ "time": 16318,
+ "key": "Key5"
+ }, {
+ "time": 16760,
+ "key": "Key5"
+ }, {
+ "time": 17243,
+ "key": "Key6"
+ }, {
+ "time": 17711,
+ "key": "Key4"
+ }, {
+ "time": 18164,
+ "key": "Key5"
+ }, {
+ "time": 18607,
+ "key": "Key6"
+ }, {
+ "time": 18840,
+ "key": "Key7"
+ }, {
+ "time": 19107,
+ "key": "Key6"
+ }, {
+ "time": 19556,
+ "key": "Key4"
+ }, {
+ "time": 20007,
+ "key": "Key5"
+ }, {
+ "time": 20428,
+ "key": "Key6"
+ }, {
+ "time": 20634,
+ "key": "Key7"
+ }, {
+ "time": 20915,
+ "key": "Key6"
+ }, {
+ "time": 21375,
+ "key": "Key5"
+ }, {
+ "time": 21859,
+ "key": "Key4"
+ }, {
+ "time": 22325,
+ "key": "Key5"
+ }, {
+ "time": 22818,
+ "key": "Key1"
+ }, {
+ "time": 23809,
+ "key": "Key6"
+ }, {
+ "time": 24259,
+ "key": "Key6"
+ }, {
+ "time": 24725,
+ "key": "Key7"
+ }, {
+ "time": 25156,
+ "key": "Key8"
+ }, {
+ "time": 25597,
+ "key": "Key8"
+ }, {
+ "time": 26039,
+ "key": "Key7"
+ }, {
+ "time": 26496,
+ "key": "Key6"
+ }, {
+ "time": 26950,
+ "key": "Key5"
+ }, {
+ "time": 27413,
+ "key": "Key4"
+ }, {
+ "time": 27882,
+ "key": "Key4"
+ }, {
+ "time": 28309,
+ "key": "Key5"
+ }, {
+ "time": 28830,
+ "key": "Key6"
+ }, {
+ "time": 29319,
+ "key": "Key5"
+ }, {
+ "time": 30092,
+ "key": "Key4"
+ }, {
+ "time": 30343,
+ "key": "Key4"
+ }],
+ "fromLibrary": true
+}];
+;
// --- Song Data: Use SONGS[0] ---
// Each note: {lane: 0|1|2, time: ms from song start}
// Lane 0: left, 1: center, 2: right
// We'll map keys to lanes below.
key0
Sound effect
key1
Sound effect
key2
Sound effect
key3
Sound effect
key4
Sound effect
key5
Sound effect
key6
Sound effect
key7
Sound effect
key8
Sound effect
key10
Sound effect
key11
Sound effect
key12
Sound effect
key13
Sound effect
key14
Sound effect
key9
Sound effect
tapMiss
Sound effect
cheers
Sound effect
startSound
Sound effect
click
Sound effect
menuSpawn
Sound effect
jeers
Sound effect