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update with: // Reduce spawn ahead time even more var NOTE_SPAWN_AHEAD_MS = 400; // Reduced from 800ms to 400ms // Fix the tap feedback positioning in game.down function game.down = function (x, y, obj) { if (playerHealth <= 0 || !gameStartTime) { return; } var currentTime = Date.now() - gameStartTime; // Show tap feedback AT THE TAP LOCATION, not on scanner var feedback = game.attachAsset('tapFeedback', { anchorX: 0.5, anchorY: 0.5 }); feedback.x = x; feedback.y = y; // Changed from scanner.y to actual tap y position feedback.alpha = 0.7; tween(feedback, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 300, onFinish: function onFinish() { if (feedback && feedback.destroy) { feedback.destroy(); } } }); // Rest of the hit detection code stays the same... var hitOccurred = false; var tapRadius = 100; for (var i = notes.length - 1; i >= 0; i--) { var note = notes[i]; if (!note || !note.active || note.isHit || note.isSpawning) { continue; } // Check distance from tap var dx = x - note.x; var dy = y - note.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < tapRadius) { // Check timing - note should be near scanner var scannerDiff = Math.abs(scanner.y - note.y); if (scannerDiff < HIT_TOLERANCE_PX) { note.isHit = true; note.showHitEffect(); var timeDiff = Math.abs(currentTime - note.hitTime); var points = 10; if (timeDiff < 50) points = 20; // Perfect hit else if (timeDiff < 100) points = 15; // Great hit LK.setScore(LK.getScore() + points); scoreTxt.setText(LK.getScore()); hitOccurred = true; if (LK.getScore() >= TARGET_SCORE_TO_WIN) { LK.showYouWin(); gameStartTime = null; tween.stop(scanner); return; } break; } } } }; // Also improve the spawn timing logic function spawnNotesForCurrentTime(currentTime) { if (!currentSongData) { return; } currentSongData.notes.forEach(function (noteData, index) { var noteKey = index + '_' + noteData.time; if (spawnedNotes.indexOf(noteKey) === -1) { var timeUntilHit = noteData.time - currentTime; // More precise spawning - only spawn when really needed if (timeUntilHit <= NOTE_SPAWN_AHEAD_MS && timeUntilHit > -200) { if (!noteData.color) { noteData.color = NOTE_COLORS[Math.floor(Math.random() * NOTE_COLORS.length)]; } var properY = calculateNoteYFromTime(noteData.time, currentTime); var correctedNoteData = { time: noteData.time, type: noteData.type, x: noteData.x, y: properY, color: noteData.color, duration: noteData.duration, path: noteData.path }; var note = new Note(correctedNoteData, currentTime); notes.push(note); game.addChild(note); note.spawnIn(); spawnedNotes.push(noteKey); } } }); } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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update with: // Game Constants (update these) var NOTE_SPAWN_AHEAD_MS = 800; // Reduce from 2000 to 800ms - notes appear closer to hit time var SCANNER_CYCLE_DURATION = 4000; // 4 seconds total cycle var SCANNER_HALF_CYCLE = SCANNER_CYCLE_DURATION / 2; // 2 seconds each direction // Modified spawnNotesForCurrentTime function function spawnNotesForCurrentTime(currentTime) { if (!currentSongData) { return; } currentSongData.notes.forEach(function (noteData, index) { var noteKey = index + '_' + noteData.time; // Only spawn if not already spawned and within spawn window if (spawnedNotes.indexOf(noteKey) === -1) { // Calculate when this note should spawn based on scanner position var timeUntilHit = noteData.time - currentTime; // Spawn note when scanner is approaching (not all at once) if (timeUntilHit <= NOTE_SPAWN_AHEAD_MS && timeUntilHit > -500) { // Assign random color if not specified if (!noteData.color) { noteData.color = NOTE_COLORS[Math.floor(Math.random() * NOTE_COLORS.length)]; } // Calculate proper Y position based on scanner cycle var properY = calculateNoteYFromTime(noteData.time, currentTime); // Override the Y position with calculated value var correctedNoteData = { time: noteData.time, type: noteData.type, x: noteData.x, y: properY, // Use calculated Y position color: noteData.color, duration: noteData.duration, path: noteData.path }; var note = new Note(correctedNoteData, currentTime); notes.push(note); game.addChild(note); note.spawnIn(); spawnedNotes.push(noteKey); } } }); } // Fixed calculateNoteYFromTime function function calculateNoteYFromTime(noteTime, currentTime) { // Determine where in the scanner cycle this note should be hit var cycleTime = noteTime % SCANNER_CYCLE_DURATION; if (cycleTime < SCANNER_HALF_CYCLE) { // First half of cycle: scanner moving down var progressInPhase = cycleTime / SCANNER_HALF_CYCLE; return SCANNER_Y_MIN + (progressInPhase * PLAY_AREA_HEIGHT); } else { // Second half of cycle: scanner moving up var progressInPhase = (cycleTime - SCANNER_HALF_CYCLE) / SCANNER_HALF_CYCLE; return SCANNER_Y_MAX - (progressInPhase * PLAY_AREA_HEIGHT); } } // Update the default song data with better timing spread var defaultSongData = { bpm: 120, scannerCycleDuration: 4000, notes: [ // First cycle (0-4000ms) - spread across scanner movement { time: 500, type: 'tap', x: 500, y: 0 }, // Early in down movement { time: 1200, type: 'tap', x: 800, y: 0 }, // Mid down movement { time: 2000, type: 'tap', x: 1200, y: 0 }, // Bottom turn { time: 2800, type: 'hold', x: 600, y: 0, duration: 500 }, // Mid up movement { time: 3500, type: 'tap', x: 900, y: 0 }, // Near top // Second cycle (4000-8000ms) { time: 4500, type: 'tap', x: 400, y: 0 }, { time: 5200, type: 'drag', x: 1000, y: 0, path: [{ x: 1200, y: 0 }] }, { time: 6000, type: 'tap', x: 700, y: 0 }, { time: 6800, type: 'hold', x: 800, y: 0, duration: 400 }, { time: 7500, type: 'tap', x: 500, y: 0 }, // Third cycle (8000-12000ms) { time: 8500, type: 'tap', x: 600, y: 0 }, { time: 9200, type: 'tap', x: 1100, y: 0 }, { time: 10000, type: 'drag', x: 400, y: 0, path: [{ x: 600, y: 0 }] }, { time: 10800, type: 'tap', x: 900, y: 0 }, { time: 11500, type: 'tap', x: 800, y: 0 } ] };
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the scanline should start at the bottom and move upwards
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Please fix the bug: 'TypeError: self.createHoldTrail is not a function' in or related to this line: 'self.createHoldTrail();' Line Number: 68
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Please fix the bug: 'Set is not a constructor' in or related to this line: 'var spawnedNotes = new Set(); // Track which notes have been spawned' Line Number: 216
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Do not remove player health if enemy hit is succrssful.
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Do not spawn enemies at the very top and bottom 10%.
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Please fix the bug: 'LK.gui.add is not a function. (In 'LK.gui.add(pip)', 'LK.gui.add' is undefined)' in or related to this line: 'LK.gui.add(pip); // Add to general GUI layer' Line Number: 327
Code edit (1 edits merged)
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Rhythm Lane Defender
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**RHYTHM TOWER DEFENSE PROTOTYPE - GAME DESIGN SPECIFICATION** Create a single-screen rhythm tower defense game with these specifications: **Core Layout:** - 3 vertical lanes of equal width spanning the screen - Horizontal timing bar that spans full screen width - Timing bar continuously travels up and down the screen in smooth, deliberate motion - Enemies spawn as stationary objects positioned throughout the lane areas **Game Mechanics:** - Timing bar completes one full up-down cycle over 8 beats at 100-110 BPM (slower, more strategic pace) - Enemies appear as stationary targets in lanes, aligned to beat timing - **Maximum 2 enemies can share the same horizontal position (row) across all lanes** - respecting two-thumb input limitation - Different enemy patterns can appear on upstroke vs downstroke passes - Player presses lane key when timing bar intersects stationary enemy AND on the beat - Successful hits destroy enemies with visual destruction effect - Score system tracks successful hits with end-game rating **Enemy System:** - Simple colored shapes positioned at various heights within lanes - Spawn timing aligned to beat structure with strategic positioning - Stationary once spawned - timing bar does the moving - Visual destruction effect when successfully eliminated - Spawn logic ensures never more than 2 enemies at same horizontal level **Controls & Feedback:** - 3 lane input keys (suggest A, S, D) - Visual feedback for key presses - Clear indication when timing bar aligns with enemies - Beat-synchronized visual cues throughout game **UI Elements:** - Score display - Health indicator (reduced when enemies are missed) - Lane key indicators at bottom - End-game rating system based on performance **Technical Focus:** - Smooth timing bar animation at deliberate pace (8-beat cycles) - Precise hit detection when bar intersects stationary enemies on beat - Enemy spawn system that respects 2-enemy-per-row maximum - Clean visual feedback for successful hits and misses
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 });
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
The word 'Pulsar' in a glowing neon SVG in futuristic font. The word is half blue on the left and half red on the right. In-Game asset. 2d. High contrast. No shadows
Remove the background.
A thin expanding ring with energy distortion ``` - Outer ring: 4-6 pixels thick, bright cyan (#00FFFF) - Inner ring: 2-3 pixels thick, white (#FFFFFF) - Ring thickness: Tapers from thick to thin as it expands - Transparency: Ring itself at 80% opacity - Background: Completely transparent - Edge treatment: Soft anti-aliased edges, slight glow effect - Optional: Subtle "energy crackle" texture within the ring. In-Game asset. 2d. High contrast. No shadows
Soft, lingering light effect ``` - Center: Warm orange (#FF6600) at 40% opacity - Middle: Yellow (#FFAA00) at 25% opacity - Edge: Transparent - Shape: Perfect circle with very soft, wide falloff. In-Game asset. 2d. High contrast. No shadows