Code edit (3 edits merged)
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when combo, animate comboTxt scale from 1 to 1.5 then return to 1
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if a note passes the hitLine without beeing tapped, make it flash red ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (5 edits merged)
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in showTapFeedback, animate noteSign scale increase to 4 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (4 edits merged)
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Instantiate BgManager and set initial background
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Add BackgroundManager class that adds the 'background00' asset as a background to the game; don't instanciate yet
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Instantiate BgManager and set initial background
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Add BgManager class to manage backgrounds
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let dots continue their move until passing screen bottom instead of hitline
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add a blue tint to targets
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Instantiate 3 targets, one in each column at hitLineY
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Add Target class with target asset
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Move key sound play logic from game.down to Note.down()
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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
/**** * 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 ****/ // Sound assets for key0 to key14 // Falling note (white dot) // Tap feedback (blue highlight) // Lane highlight (subtle gray) // Sound for correct tap // Sound for miss // Music track (Ode to Joy, assumed loaded as 'odeToJoy') 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 = { "Key0": 0, "Key1": 1, "Key2": 2, "Key3": 0, "Key4": 1, "Key5": 2, "Key6": 0, "Key7": 1, "Key8": 2, "Key9": 0, "Key10": 1, "Key11": 2, "Key12": 0, "Key13": 1, "Key14": 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 speedMultiplier = 1.0; // Global speed multiplier (1.0 = normal, >1 = faster, <1 = slower) var baseNoteTravelTime = 8000; // ms: base time from spawn (top) to hit line (bottom) var noteTravelTime = baseNoteTravelTime / speedMultiplier; // effective travel time, updated if speedMultiplier changes 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 () { // Update noteTravelTime in case speedMultiplier has changed noteTravelTime = baseNoteTravelTime / speedMultiplier; 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(); // Play the corresponding key sound for this note // Find the original song note for this bestNote var noteIdx = nextNoteIdx - (notes.length - notes.indexOf(bestNote)); var songNote = songNotesRaw[noteIdx]; if (songNote && typeof songNote.key === "string") { var keySoundName = songNote.key.toLowerCase(); // Handle typo in asset: 'ley9' instead of 'key9' if (keySoundName === "key9" && !LK.getSound("key9")) { keySoundName = "ley9"; } var keySound = LK.getSound(keySoundName); if (keySound) { keySound.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(); });
===================================================================
--- original.js
+++ change.js
@@ -307,9 +307,11 @@
// center
laneSpacing * 2.5 // right
];
// --- Note fall parameters ---
-var noteTravelTime = 8000; // ms: time from spawn (top) to hit line (bottom) (slower fall, more vertical space between dots)
+var speedMultiplier = 1.0; // Global speed multiplier (1.0 = normal, >1 = faster, <1 = slower)
+var baseNoteTravelTime = 8000; // ms: base time from spawn (top) to hit line (bottom)
+var noteTravelTime = baseNoteTravelTime / speedMultiplier; // effective travel time, updated if speedMultiplier changes
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
@@ -377,8 +379,10 @@
}
startGame();
// --- Main game update loop ---
game.update = function () {
+ // Update noteTravelTime in case speedMultiplier has changed
+ noteTravelTime = baseNoteTravelTime / speedMultiplier;
if (!gameActive) {
return;
}
var now = Date.now();
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