Code edit (1 edits merged)
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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
Code edit (1 edits merged)
Please save this source code
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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
Initial prompt
**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
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Enemy = Container.expand(function (lane, yPos, beatIndex) { var self = Container.call(this); // Store original color for flash effect - must be done before attaching asset if asset tint is used // However, shape assets don't have a tint property directly, they have color. // We will access the child graphics object's tint if needed. For now, assuming direct manipulation. // var enemyGraphics = self.attachAsset('enemy', {anchorX: 0.5, anchorY: 0.5}); // self.originalTint = enemyGraphics.tint; // This would be for tintable assets self.showHitEffect = function () { LK.getSound('hitSound').play(); // Simple scale and fade out effect tween(self, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 200, onFinish: function onFinish() { self.active = false; // Mark for removal // Actual removal will be handled in game.update } }); }; self.showMissEffect = function () { LK.getSound('missSound').play(); var enemyGraphics = self.children[0]; var originalColor = 0xff6347; // Storing original color of the shape, as tint applies over it // Tint red briefly then back to original, then fade slightly tween(enemyGraphics, { tint: 0xff0000 }, { // Tint to red duration: 150, onFinish: function onFinish() { tween(enemyGraphics, { tint: 0xffffff }, { // Tint back to neutral (so original color shows) duration: 150, onFinish: function onFinish() { self.alpha = 0.4; // Visually indicate it's missed and processed self.active = false; // Mark for removal after visual indication } }); } }); }; // Properties must be defined after methods that might use them if not careful with `this` context issues // but for simple assignment, it's fine. var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); // self.originalColor = enemyGraphics.color; // color is a definition-time property, not runtime for shapes self.lane = lane; self.yPos = yPos; // Target Y position self.beatIndex = beatIndex; // Beat index in the 8-beat cycle (0-7) self.active = true; // Still in play, not hit or missed self.isHit = false; self.isMissed = false; // Flag to ensure miss is processed only once self.markedForRemoval = false; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a1a // Dark background }); /**** * Game Code ****/ // Game Constants // Tomato color // Cyan // Dark grey // Red // Yellow for tap // Placeholder music ID var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var LANE_COUNT = 3; var LANE_WIDTH = GAME_WIDTH / LANE_COUNT; var BPM = 105; // Beats per minute var BEAT_DURATION_MS = 60 / BPM * 1000; var BEATS_PER_DIRECTION = 4; // 4 beats down, 4 beats up var TOTAL_BEATS_IN_CYCLE = BEATS_PER_DIRECTION * 2; // 8 beats per full cycle var ONE_WAY_TRAVEL_DURATION_MS = BEATS_PER_DIRECTION * BEAT_DURATION_MS; var TIMING_BAR_Y_MIN = 200; // Top travel position of timing bar (avoid top-left area) var TIMING_BAR_Y_MAX = GAME_HEIGHT - 350; // Bottom travel position (leave space for lane indicators + margin) var PLAY_AREA_HEIGHT = TIMING_BAR_Y_MAX - TIMING_BAR_Y_MIN; var INITIAL_PLAYER_HEALTH = 5; var HIT_TOLERANCE_PX = 85; // Generous tolerance for timing bar alignment with enemy center var TARGET_SCORE_TO_WIN = 500; // Score based on 10 points per hit // Game State Variables var playerHealth; var healthPips = []; var scoreTxt; var timingBar; var timingBarIsMovingDown = true; var currentBeatInCycle = 0; // 0-7 var masterBeatTimer; var enemies = []; var enemyYPositions = []; // Pre-calculated Y positions for enemies based on beat index var currentWaveIndex = 0; // levelData: Array of waves. Each wave is an array of enemy spawns for an 8-beat cycle. // { beatIndex: 0-7, laneIndex: 0-2 } // Max 2 enemies per beatIndex var levelData = [ // Wave 1 [{ beatIndex: 0, laneIndex: 1 }, { beatIndex: 1, laneIndex: 0 }, { beatIndex: 2, laneIndex: 2 }, { beatIndex: 3, laneIndex: 1 }, { beatIndex: 4, laneIndex: 1 }, { beatIndex: 5, laneIndex: 2 }, { beatIndex: 6, laneIndex: 0 }, { beatIndex: 7, laneIndex: 1 }], // Wave 2 [{ beatIndex: 0, laneIndex: 0 }, { beatIndex: 0, laneIndex: 2 }, { beatIndex: 1, laneIndex: 1 }, { beatIndex: 2, laneIndex: 0 }, { beatIndex: 2, laneIndex: 1 }, { beatIndex: 3, laneIndex: 2 }, { beatIndex: 4, laneIndex: 0 }, { beatIndex: 4, laneIndex: 2 }, { beatIndex: 5, laneIndex: 1 }, { beatIndex: 6, laneIndex: 0 }, { beatIndex: 6, laneIndex: 1 }, { beatIndex: 7, laneIndex: 2 }], // Wave 3 (more dense) [{ beatIndex: 0, laneIndex: 0 }, { beatIndex: 0, laneIndex: 1 }, { beatIndex: 1, laneIndex: 1 }, { beatIndex: 1, laneIndex: 2 }, { beatIndex: 2, laneIndex: 0 }, { beatIndex: 2, laneIndex: 2 }, { beatIndex: 3, laneIndex: 0 }, { beatIndex: 3, laneIndex: 1 }, { beatIndex: 4, laneIndex: 2 }, { beatIndex: 4, laneIndex: 1 }, { beatIndex: 5, laneIndex: 0 }, { beatIndex: 5, laneIndex: 1 }, { beatIndex: 6, laneIndex: 2 }, { beatIndex: 6, laneIndex: 0 }, { beatIndex: 7, laneIndex: 1 }, { beatIndex: 7, laneIndex: 2 }], // Wave 4 [{ beatIndex: 0, laneIndex: 1 }, { beatIndex: 1, laneIndex: 0 }, { beatIndex: 1, laneIndex: 2 }, { beatIndex: 2, laneIndex: 1 }, { beatIndex: 2, laneIndex: 0 }, { beatIndex: 3, laneIndex: 2 }, { beatIndex: 3, laneIndex: 0 }, { beatIndex: 4, laneIndex: 1 }, { beatIndex: 5, laneIndex: 0 }, { beatIndex: 5, laneIndex: 2 }, { beatIndex: 6, laneIndex: 1 }, { beatIndex: 6, laneIndex: 2 }, { beatIndex: 7, laneIndex: 0 }, { beatIndex: 7, laneIndex: 1 }]]; function calculateEnemyYPositions() { enemyYPositions = []; // Calculate safe spawn area (exclude top and bottom 10%) var safePlayAreaHeight = PLAY_AREA_HEIGHT * 0.8; // 80% of original height var safeAreaStart = TIMING_BAR_Y_MIN + PLAY_AREA_HEIGHT * 0.1; // Start 10% down from top // Downward stroke (beats 0-3) for (var i = 0; i < BEATS_PER_DIRECTION; i++) { if (BEATS_PER_DIRECTION <= 1) { // Avoid division by zero if only one beat slot enemyYPositions.push(safeAreaStart + safePlayAreaHeight / 2); } else { enemyYPositions.push(safeAreaStart + i / (BEATS_PER_DIRECTION - 1) * safePlayAreaHeight); } } // Upward stroke (beats 4-7) for (var i = 0; i < BEATS_PER_DIRECTION; i++) { if (BEATS_PER_DIRECTION <= 1) { enemyYPositions.push(safeAreaStart + safePlayAreaHeight / 2); } else { // These are the Y positions the bar hits on beats 4,5,6,7. Beat 4 is at safe bottom. var safeAreaEnd = safeAreaStart + safePlayAreaHeight; enemyYPositions.push(safeAreaEnd - i / (BEATS_PER_DIRECTION - 1) * safePlayAreaHeight); } } } function initHealthDisplay() { healthPips.forEach(function (pip) { if (pip && pip.destroy) pip.destroy(); }); // Check pip before destroy healthPips = []; var pipSpacing = 70; // Spacing between centers of pips var totalPipsWidth = (INITIAL_PLAYER_HEALTH - 1) * pipSpacing + 60; // 60 is pip width var startX = GAME_WIDTH - totalPipsWidth - 30; // 30 is padding from right edge for (var i = 0; i < INITIAL_PLAYER_HEALTH; i++) { var pip = LK.getAsset('healthPip', { anchorX: 0.5, anchorY: 0.5 }); pip.x = startX + i * pipSpacing; pip.y = 70; // Positioned below top edge, avoiding top-left corner (100x100) LK.gui.top.addChild(pip); // Add to general GUI layer, specifically top section healthPips.push(pip); } } function updateHealthDisplay() { for (var i = 0; i < healthPips.length; i++) { if (healthPips[i]) healthPips[i].visible = i < playerHealth; } if (playerHealth <= 0) { LK.showGameOver(); if (masterBeatTimer) LK.clearInterval(masterBeatTimer); masterBeatTimer = null; // Clear timer reference tween.stop(timingBar); // Stop bar movement } } function spawnEnemiesForCurrentCycle() { if (currentWaveIndex >= levelData.length && levelData.length > 0) { // All unique waves cleared, repeat last wave if desired or stop. currentWaveIndex = levelData.length - 1; } if (levelData.length === 0) return; // No levels defined var wave = levelData[currentWaveIndex]; wave.forEach(function (enemyData) { var lane = enemyData.laneIndex; var beat = enemyData.beatIndex; // This is 0-7, maps to enemyYPositions var yPos = enemyYPositions[beat]; var newEnemy = new Enemy(lane, yPos, beat); newEnemy.x = lane * LANE_WIDTH + LANE_WIDTH / 2; newEnemy.y = yPos; enemies.push(newEnemy); game.addChild(newEnemy); }); } function moveTimingBar() { if (!timingBar) return; // Safety check tween.stop(timingBar); var targetY; if (timingBarIsMovingDown) { targetY = TIMING_BAR_Y_MAX; } else { targetY = TIMING_BAR_Y_MIN; } // Ensure bar starts at the correct position if it drifted timingBar.y = timingBarIsMovingDown ? TIMING_BAR_Y_MIN : TIMING_BAR_Y_MAX; tween(timingBar, { y: targetY }, { duration: ONE_WAY_TRAVEL_DURATION_MS, easing: tween.linear }); } function onBeat() { currentBeatInCycle++; if (currentBeatInCycle >= TOTAL_BEATS_IN_CYCLE) { currentBeatInCycle = 0; currentWaveIndex++; } if (currentBeatInCycle === 0) { // Start of downward movement timingBarIsMovingDown = true; moveTimingBar(); spawnEnemiesForCurrentCycle(); } else if (currentBeatInCycle === BEATS_PER_DIRECTION) { // Start of upward movement timingBarIsMovingDown = false; moveTimingBar(); } } function setupGame() { LK.setScore(0); // Reset score at game start playerHealth = INITIAL_PLAYER_HEALTH; // Score Text if (scoreTxt && scoreTxt.destroy) scoreTxt.destroy(); scoreTxt = new Text2('0', { size: 100, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.setText(LK.getScore()); // Health Display initHealthDisplay(); updateHealthDisplay(); calculateEnemyYPositions(); if (timingBar && timingBar.destroy) timingBar.destroy(); timingBar = game.attachAsset('timingBar', { anchorX: 0, anchorY: 0.5 }); timingBar.x = 0; timingBar.y = TIMING_BAR_Y_MIN; // Remove old lane indicators if any from previous game instances // This is tricky as they are not stored in an array. For now, assume engine clears on reset. // For MVP, we'll re-add. Proper cleanup would involve tracking them. for (var i = 0; i < LANE_COUNT; i++) { var indicator = game.attachAsset('laneIndicator', { anchorX: 0.5, anchorY: 1.0 }); indicator.x = i * LANE_WIDTH + LANE_WIDTH / 2; indicator.y = GAME_HEIGHT - 20; indicator.alpha = 0.5; } enemies.forEach(function (e) { if (e && e.destroy) e.destroy(); }); enemies = []; currentBeatInCycle = -1; currentWaveIndex = 0; timingBarIsMovingDown = true; if (masterBeatTimer) LK.clearInterval(masterBeatTimer); masterBeatTimer = LK.setInterval(onBeat, BEAT_DURATION_MS); onBeat(); LK.playMusic('gameMusic', { loop: true }); } // Initial setup call setupGame(); game.down = function (x, y, obj) { if (playerHealth <= 0) return; // Don't process taps if game over var tappedLane = Math.floor(x / LANE_WIDTH); if (tappedLane < 0 || tappedLane >= LANE_COUNT) return; var feedback = game.attachAsset('tapFeedback', { anchorX: 0.5, anchorY: 0.5 }); feedback.x = tappedLane * LANE_WIDTH + LANE_WIDTH / 2; feedback.y = timingBar.y; 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(); } }); var hitOccurred = false; for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy && enemy.active && !enemy.isHit && enemy.lane === tappedLane) { if (Math.abs(timingBar.y - enemy.yPos) < HIT_TOLERANCE_PX) { enemy.isHit = true; // enemy.active = false; // Effects will set this or markForRemoval enemy.showHitEffect(); LK.setScore(LK.getScore() + 10); scoreTxt.setText(LK.getScore()); hitOccurred = true; if (LK.getScore() >= TARGET_SCORE_TO_WIN) { LK.showYouWin(); if (masterBeatTimer) LK.clearInterval(masterBeatTimer); masterBeatTimer = null; tween.stop(timingBar); return; } break; } } } }; game.update = function () { if (playerHealth <= 0 && masterBeatTimer) { // Game ended, ensure timer is stopped LK.clearInterval(masterBeatTimer); masterBeatTimer = null; tween.stop(timingBar); return; } if (!masterBeatTimer && playerHealth > 0) {// If timer somehow stopped but game should run // This case should ideally not happen if LK.showGameOver stops game logic or resets. // For safety, one might re-initialize part of the game logic, but it's complex. } for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (!enemy) { // Safety check if an enemy got nulled out enemies.splice(i, 1); continue; } if (enemy.active && !enemy.isHit && !enemy.isMissed) { var barPassedEnemy = false; // Use enemy height for more accurate pass detection relative to its visual bounds var enemyVisualHeight = enemy.children[0] ? enemy.children[0].height : 100; // default if not found if (timingBarIsMovingDown && timingBar.y > enemy.yPos + enemyVisualHeight / 2 + 5) { barPassedEnemy = true; } else if (!timingBarIsMovingDown && timingBar.y < enemy.yPos - enemyVisualHeight / 2 - 5) { barPassedEnemy = true; } if (barPassedEnemy) { enemy.isMissed = true; // enemy.active = false; // showMissEffect will handle this transition enemy.showMissEffect(); playerHealth--; updateHealthDisplay(); if (playerHealth <= 0) return; } } // Cleanup logic if (enemy.markedForRemoval) { // If an effect flagged it for removal enemies.splice(i, 1); if (game.children.indexOf(enemy) > -1) game.removeChild(enemy); // ensure it's a child before removing if (enemy.destroy) enemy.destroy(); } else if (!enemy.active) { // General check for inactive enemies (after effects might finish) // Hit enemies fade out and set active=false. // Missed enemies dim and set active=false. // This part handles removal after their visual effects are somewhat done. var isEffectDone = enemy.isHit && enemy.alpha < 0.05 || enemy.isMissed && enemy.alpha < 0.45; if (isEffectDone) { enemy.markedForRemoval = true; // Mark for next frame removal to be safe } } } };
===================================================================
--- original.js
+++ change.js
@@ -78,15 +78,15 @@
/****
* Game Code
****/
-// Placeholder music ID
-// Yellow for tap
-// Red
-// Dark grey
-// Cyan
-// Tomato color
// Game Constants
+// Tomato color
+// Cyan
+// Dark grey
+// Red
+// Yellow for tap
+// Placeholder music ID
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
var LANE_COUNT = 3;
var LANE_WIDTH = GAME_WIDTH / LANE_COUNT;
@@ -275,24 +275,28 @@
laneIndex: 1
}]];
function calculateEnemyYPositions() {
enemyYPositions = [];
+ // Calculate safe spawn area (exclude top and bottom 10%)
+ var safePlayAreaHeight = PLAY_AREA_HEIGHT * 0.8; // 80% of original height
+ var safeAreaStart = TIMING_BAR_Y_MIN + PLAY_AREA_HEIGHT * 0.1; // Start 10% down from top
// Downward stroke (beats 0-3)
for (var i = 0; i < BEATS_PER_DIRECTION; i++) {
if (BEATS_PER_DIRECTION <= 1) {
// Avoid division by zero if only one beat slot
- enemyYPositions.push(TIMING_BAR_Y_MIN + PLAY_AREA_HEIGHT / 2);
+ enemyYPositions.push(safeAreaStart + safePlayAreaHeight / 2);
} else {
- enemyYPositions.push(TIMING_BAR_Y_MIN + i / (BEATS_PER_DIRECTION - 1) * PLAY_AREA_HEIGHT);
+ enemyYPositions.push(safeAreaStart + i / (BEATS_PER_DIRECTION - 1) * safePlayAreaHeight);
}
}
// Upward stroke (beats 4-7)
for (var i = 0; i < BEATS_PER_DIRECTION; i++) {
if (BEATS_PER_DIRECTION <= 1) {
- enemyYPositions.push(TIMING_BAR_Y_MIN + PLAY_AREA_HEIGHT / 2);
+ enemyYPositions.push(safeAreaStart + safePlayAreaHeight / 2);
} else {
- // These are the Y positions the bar hits on beats 4,5,6,7. Beat 4 is at TIMING_BAR_Y_MAX.
- enemyYPositions.push(TIMING_BAR_Y_MAX - i / (BEATS_PER_DIRECTION - 1) * PLAY_AREA_HEIGHT);
+ // These are the Y positions the bar hits on beats 4,5,6,7. Beat 4 is at safe bottom.
+ var safeAreaEnd = safeAreaStart + safePlayAreaHeight;
+ enemyYPositions.push(safeAreaEnd - i / (BEATS_PER_DIRECTION - 1) * safePlayAreaHeight);
}
}
}
function initHealthDisplay() {
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