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Remove the win scenario.
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Reduce note density in dense patterns and lean more towards syncing notes and holds between sides overall
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Make the length between the start and end of hold notes shorter overall and make sure that the placement of the starting note does not place the end off screen.
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Make the space between hold notes shorter overall and make sure the end does not go off the screen. Smarter placement of hold note starts.
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Replace with: var SongGenerator = { generateSong: function(config) { var notes = []; var totalLength = config.totalLength || 202136; var startTime = config.startDelay || 2000; return this.generateZoneAwareSong(startTime, totalLength); }, generateZoneAwareSong: function(startTime, endTime) { var notes = []; var currentTime = startTime; // Track when each zone will be free var zoneFreeTime = { left: startTime, right: startTime }; // Minimum spacing between notes (human reaction time) var MIN_SAME_ZONE_SPACING = 400; // 400ms minimum in same zone var MIN_DIFFERENT_ZONE_SPACING = 200; // 200ms minimum between different zones var MIN_SYNC_SPACING = 800; // 800ms minimum between sync notes var lastSyncTime = startTime - 1000; // Define sections with different complexities var sections = [ {start: 0, end: 16000, complexity: 'simple'}, {start: 16000, end: 48000, complexity: 'medium'}, {start: 48000, end: 72000, complexity: 'medium'}, {start: 72000, end: 104000, complexity: 'medium'}, {start: 104000, end: 128000, complexity: 'complex'}, {start: 128000, end: 160000, complexity: 'medium'}, {start: 160000, end: 184000, complexity: 'complex'}, {start: 184000, end: 202136, complexity: 'simple'} ]; for (var s = 0; s < sections.length; s++) { var section = sections[s]; var sectionStartTime = startTime + section.start; var sectionEndTime = startTime + section.end; currentTime = Math.max(currentTime, sectionStartTime); while (currentTime < sectionEndTime - 2000) { var pattern = this.selectPattern(section.complexity, zoneFreeTime, currentTime, lastSyncTime); var patternResult = this.placePattern(pattern, currentTime, zoneFreeTime); if (patternResult.notes.length > 0) { notes = notes.concat(patternResult.notes); currentTime = patternResult.nextTime; if (pattern.type === 'sync') { lastSyncTime = currentTime; } } else { // If pattern couldn't be placed, advance time currentTime += 300; } } } return notes; }, selectPattern: function(complexity, zoneFreeTime, currentTime, lastSyncTime) { var patterns = []; var MIN_SYNC_SPACING = 800; if (complexity === 'simple') { patterns = [ {type: 'single', zone: 'left'}, {type: 'single', zone: 'right'}, {type: 'rest'} ]; // Add sync occasionally if enough time has passed if (currentTime - lastSyncTime > MIN_SYNC_SPACING) { patterns.push({type: 'sync'}); } } else if (complexity === 'medium') { patterns = [ {type: 'single', zone: 'left'}, {type: 'single', zone: 'right'}, {type: 'alternating'}, {type: 'hold', zone: 'left'}, {type: 'hold', zone: 'right'} ]; if (currentTime - lastSyncTime > MIN_SYNC_SPACING) { patterns.push({type: 'sync'}); } } else { // complex patterns = [ {type: 'single', zone: 'left'}, {type: 'single', zone: 'right'}, {type: 'alternating'}, {type: 'hold', zone: 'left'}, {type: 'hold', zone: 'right'}, {type: 'holdWithTaps', zone: 'left'}, {type: 'holdWithTaps', zone: 'right'} ]; if (currentTime - lastSyncTime > MIN_SYNC_SPACING) { patterns.push({type: 'sync'}); } } return patterns[Math.floor(Math.random() * patterns.length)]; }, placePattern: function(pattern, requestedTime, zoneFreeTime) { var notes = []; var MIN_SAME_ZONE_SPACING = 400; var MIN_DIFFERENT_ZONE_SPACING = 200; // Calculate earliest possible start time based on zone availability var earliestTime = requestedTime; if (pattern.type === 'single') { earliestTime = Math.max(earliestTime, zoneFreeTime[pattern.zone]); if (earliestTime < requestedTime + 2000) { // Don't delay too much notes.push({ time: earliestTime, type: 'tap', zone: pattern.zone }); zoneFreeTime[pattern.zone] = earliestTime + MIN_SAME_ZONE_SPACING; return {notes: notes, nextTime: earliestTime + MIN_DIFFERENT_ZONE_SPACING}; } } else if (pattern.type === 'sync') { earliestTime = Math.max(earliestTime, zoneFreeTime.left, zoneFreeTime.right); if (earliestTime < requestedTime + 2000) { notes.push({time: earliestTime, type: 'tap', zone: 'left'}); notes.push({time: earliestTime, type: 'tap', zone: 'right'}); zoneFreeTime.left = earliestTime + MIN_SAME_ZONE_SPACING; zoneFreeTime.right = earliestTime + MIN_SAME_ZONE_SPACING; return {notes: notes, nextTime: earliestTime + 600}; // Extra space after sync } } else if (pattern.type === 'alternating') { var leftTime = Math.max(earliestTime, zoneFreeTime.left); var rightTime = Math.max(leftTime + MIN_DIFFERENT_ZONE_SPACING, zoneFreeTime.right); if (rightTime < requestedTime + 2000) { notes.push({time: leftTime, type: 'tap', zone: 'left'}); notes.push({time: rightTime, type: 'tap', zone: 'right'}); zoneFreeTime.left = leftTime + MIN_SAME_ZONE_SPACING; zoneFreeTime.right = rightTime + MIN_SAME_ZONE_SPACING; return {notes: notes, nextTime: rightTime + MIN_DIFFERENT_ZONE_SPACING}; } } else if (pattern.type === 'hold') { earliestTime = Math.max(earliestTime, zoneFreeTime[pattern.zone]); var holdDuration = 1500; if (earliestTime < requestedTime + 2000) { notes.push({ time: earliestTime, type: 'hold', zone: pattern.zone, duration: holdDuration }); zoneFreeTime[pattern.zone] = earliestTime + holdDuration + 200; // Buffer after hold return {notes: notes, nextTime: earliestTime + 800}; // Can place other zone notes during hold } } else if (pattern.type === 'holdWithTaps') { var holdZone = pattern.zone; var tapZone = holdZone === 'left' ? 'right' : 'left'; var holdStart = Math.max(earliestTime, zoneFreeTime[holdZone]); var holdDuration = 2000; if (holdStart < requestedTime + 2000) { notes.push({ time: holdStart, type: 'hold', zone: holdZone, duration: holdDuration }); // Add taps in opposite zone during hold var tapTime = Math.max(holdStart + 500, zoneFreeTime[tapZone]); if (tapTime < holdStart + holdDuration - 500) { notes.push({time: tapTime, type: 'tap', zone: tapZone}); zoneFreeTime[tapZone] = tapTime + MIN_SAME_ZONE_SPACING; // Second tap tapTime = Math.max(tapTime + MIN_SAME_ZONE_SPACING, zoneFreeTime[tapZone]); if (tapTime < holdStart + holdDuration - 200) { notes.push({time: tapTime, type: 'tap', zone: tapZone}); zoneFreeTime[tapZone] = tapTime + MIN_SAME_ZONE_SPACING; } } zoneFreeTime[holdZone] = holdStart + holdDuration + 200; return {notes: notes, nextTime: holdStart + 1000}; } } else if (pattern.type === 'rest') { return {notes: [], nextTime: requestedTime + 500}; } // Pattern couldn't be placed return {notes: [], nextTime: requestedTime}; } };
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Update with: var SongGenerator = { generateSong: function(config) { var notes = []; var totalLength = config.totalLength || 202136; var startTime = config.startDelay || 2000; // Generate notes with consistent density throughout the song return this.generateDensityBasedSong(startTime, totalLength); }, generateDensityBasedSong: function(startTime, endTime) { var notes = []; var currentTime = startTime; var beatInterval = 500; // Base beat (120 BPM = 500ms per beat) // Define sections with different intensities var sections = [ {start: 0, end: 16000, intensity: 0.3, name: 'intro'}, {start: 16000, end: 48000, intensity: 0.6, name: 'verse1'}, {start: 48000, end: 72000, intensity: 0.8, name: 'chorus1'}, {start: 72000, end: 104000, intensity: 0.6, name: 'verse2'}, {start: 104000, end: 128000, intensity: 0.9, name: 'chorus2'}, {start: 128000, end: 160000, intensity: 0.7, name: 'verse3'}, {start: 160000, end: 184000, intensity: 1.0, name: 'finalchorus'}, {start: 184000, end: 202136, intensity: 0.4, name: 'outro'} ]; for (var s = 0; s < sections.length; s++) { var section = sections[s]; var sectionNotes = this.generateSection( startTime + section.start, startTime + section.end, section.intensity, beatInterval ); notes = notes.concat(sectionNotes); } return notes; }, generateSection: function(startTime, endTime, intensity, beatInterval) { var notes = []; var currentTime = startTime; // Calculate note frequency based on intensity var baseNoteInterval = beatInterval; // 500ms at intensity 1.0 var noteInterval = baseNoteInterval / intensity; // Ensure minimum spacing if (noteInterval < 250) noteInterval = 250; var patternIndex = 0; var patterns = this.getPatterns(intensity); while (currentTime < endTime - 1000) { // Leave 1s buffer at end var pattern = patterns[patternIndex % patterns.length]; var patternNotes = this.createPattern(pattern, currentTime); // Add notes if they fit in the section for (var i = 0; i < patternNotes.length; i++) { if (patternNotes[i].time < endTime - 500) { notes.push(patternNotes[i]); } } currentTime += pattern.duration; patternIndex++; // Add small random variation to prevent mechanical feeling currentTime += Math.random() * 100 - 50; // ±50ms variation } return notes; }, getPatterns: function(intensity) { if (intensity <= 0.4) { // Low intensity - simple patterns return [ {type: 'single', zone: 'left', duration: 1000}, {type: 'single', zone: 'right', duration: 1000}, {type: 'sync', duration: 1000}, {type: 'rest', duration: 1000} ]; } else if (intensity <= 0.7) { // Medium intensity return [ {type: 'alternating', duration: 1000}, {type: 'sync', duration: 500}, {type: 'single', zone: 'left', duration: 500}, {type: 'single', zone: 'right', duration: 500}, {type: 'hold', zone: 'left', duration: 2000, holdLength: 1500}, {type: 'hold', zone: 'right', duration: 2000, holdLength: 1500} ]; } else { // High intensity return [ {type: 'sync', duration: 500}, {type: 'alternating', duration: 500}, {type: 'triplet', zone: 'left', duration: 750}, {type: 'triplet', zone: 'right', duration: 750}, {type: 'sync', duration: 250}, {type: 'sync', duration: 250}, {type: 'holdWithTaps', zone: 'left', duration: 2500, holdLength: 2000} ]; } }, createPattern: function(pattern, startTime) { var notes = []; switch(pattern.type) { case 'single': notes.push({ time: startTime, type: 'tap', zone: pattern.zone }); break; case 'sync': notes.push({time: startTime, type: 'tap', zone: 'left'}); notes.push({time: startTime, type: 'tap', zone: 'right'}); break; case 'alternating': notes.push({time: startTime, type: 'tap', zone: 'left'}); notes.push({time: startTime + 250, type: 'tap', zone: 'right'}); break; case 'triplet': for (var i = 0; i < 3; i++) { notes.push({ time: startTime + i * 167, type: 'tap', zone: pattern.zone }); } break; case 'hold': notes.push({ time: startTime, type: 'hold', zone: pattern.zone, duration: pattern.holdLength || 1500 }); break; case 'holdWithTaps': // Hold note notes.push({ time: startTime, type: 'hold', zone: pattern.zone, duration: pattern.holdLength || 2000 }); // Taps in opposite zone var tapZone = pattern.zone === 'left' ? 'right' : 'left'; notes.push({time: startTime + 500, type: 'tap', zone: tapZone}); notes.push({time: startTime + 1000, type: 'tap', zone: tapZone}); break; case 'rest': // No notes - just time passage break; } return notes; } }; // Simpler song database var SongDatabase = { 'gameMusic': { bpm: 120, scannerCycleDuration: 4000, totalLength: 202136, notes: null } }; // Generate with the new system SongDatabase['gameMusic'].notes = SongGenerator.generateSong({ startDelay: 2000, totalLength: 202136 }); var defaultSongData = SongDatabase['gameMusic'];
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Replace with: // Song Generator Class - FIXED VERSION var SongGenerator = { generateSong: function(config) { var notes = []; var currentTime = config.startDelay || 2000; // Add intro section notes = notes.concat(this.generateIntro(currentTime)); currentTime += config.introLength || 16000; // Add verse sections with smooth transitions for (var v = 0; v < (config.verseCount || 3); v++) { notes = notes.concat(this.generateVerse(currentTime, v)); currentTime += config.verseLength || 32000; // Add chorus after each verse notes = notes.concat(this.generateChorus(currentTime, v)); currentTime += config.chorusLength || 24000; } // Add bridge section notes = notes.concat(this.generateBridge(currentTime)); currentTime += config.bridgeLength || 16000; // Final chorus notes = notes.concat(this.generateFinalChorus(currentTime)); currentTime += config.finalChorusLength || 32000; // Add outro notes = notes.concat(this.generateOutro(currentTime, config.totalLength)); // Sort notes by time and remove conflicts return this.cleanupNotes(notes); }, generateIntro: function(startTime) { var notes = []; var time = startTime; // Simple alternating pattern - FIXED for (var i = 0; i < 8; i++) { if (i % 2 === 0) { notes = notes.concat(PatternTemplates.tapLeft(time)); } else { notes = notes.concat(PatternTemplates.tapRight(time)); } time += 1000; } // Sync taps with spacing notes = notes.concat(PatternTemplates.syncTap(time)); time += 2000; notes = notes.concat(PatternTemplates.syncTap(time)); time += 2000; // Build up notes = notes.concat(PatternTemplates.buildUp(time)); return notes; }, generateVerse: function(startTime, verseNumber) { var notes = []; var time = startTime; // More controlled verse pattern for (var section = 0; section < 8; section++) { if (section % 4 === 0) { // Sync tap every 4 beats notes = notes.concat(PatternTemplates.syncTap(time)); time += 1000; } else if (section % 4 === 1) { // Alternating taps notes = notes.concat(PatternTemplates.leftRightTaps(time, 500)); time += 1000; } else if (section % 4 === 2) { // Single zone hold var holdZone = verseNumber % 2 === 0 ? 'left' : 'right'; if (holdZone === 'left') { notes = notes.concat(PatternTemplates.holdLeft(time, 1500)); } else { notes = notes.concat(PatternTemplates.holdRight(time, 1500)); } time += 2000; } else { // Rest beat time += 1000; } } return notes; }, generateChorus: function(startTime, chorusNumber) { var notes = []; var time = startTime; // More structured chorus for (var section = 0; section < 6; section++) { if (section % 3 === 0) { // Double sync taps notes = notes.concat(PatternTemplates.syncTap(time)); time += 500; notes = notes.concat(PatternTemplates.syncTap(time)); time += 1500; } else if (section % 3 === 1) { // Triplets in alternating zones var zone = section % 2 === 0 ? 'left' : 'right'; notes = notes.concat(PatternTemplates.tripletTaps(time, zone, 167)); time += 1000; } else { // Single hold with opposite taps var holdZone = chorusNumber % 2 === 0 ? 'left' : 'right'; notes = notes.concat(PatternTemplates.holdWithTaps(time, holdZone, 1500)); time += 2000; } } return notes; }, generateBridge: function(startTime) { var notes = []; var time = startTime; // Controlled bridge pattern // Long sync hold notes = notes.concat(PatternTemplates.syncHold(time, 2000)); time += 3000; // Alternating pattern for (var i = 0; i < 4; i++) { notes = notes.concat(PatternTemplates.alternatingTriplets(time, 167)); time += 1000; } // Final holds notes = notes.concat(PatternTemplates.holdLeft(time, 2000)); time += 3000; notes = notes.concat(PatternTemplates.holdRight(time, 2000)); return notes; }, generateFinalChorus: function(startTime) { var notes = []; var time = startTime; // Intense but controlled final section for (var section = 0; section < 8; section++) { if (section % 2 === 0) { // Sync pattern notes = notes.concat(PatternTemplates.syncTap(time)); time += 750; notes = notes.concat(PatternTemplates.syncTap(time)); time += 1250; } else { // Alternating fast taps notes = notes.concat(PatternTemplates.leftRightTaps(time, 250)); time += 500; notes = notes.concat(PatternTemplates.rightLeftTaps(time, 250)); time += 1500; } } return notes; }, generateOutro: function(startTime, totalLength) { var notes = []; var time = startTime; var endTime = totalLength || 202136; // Gradual wind-down while (time < endTime - 6000) { notes = notes.concat(PatternTemplates.syncTap(time)); time += 2000; } // Final hold if (time < endTime - 3000) { notes = notes.concat(PatternTemplates.syncHold(time, 2000)); } return notes; }, // NEW: Cleanup function to prevent conflicts cleanupNotes: function(notes) { // Sort by time notes.sort(function(a, b) { return a.time - b.time; }); var cleanNotes = []; var lastLeftTime = -1000; var lastRightTime = -1000; var activeHolds = { left: null, right: null }; for (var i = 0; i < notes.length; i++) { var note = notes[i]; var zone = note.zone; var minSpacing = note.type === 'tap' ? 200 : 500; // Minimum time between notes // Check for timing conflicts var lastTime = zone === 'left' ? lastLeftTime : lastRightTime; if (note.time - lastTime < minSpacing) { continue; // Skip this note } // Check for hold conflicts var activeHold = activeHolds[zone]; if (activeHold && note.time < activeHold.endTime) { continue; // Skip notes during active holds } // Add the note cleanNotes.push(note); // Update tracking if (zone === 'left') { lastLeftTime = note.time; } else { lastRightTime = note.time; } // Track hold notes if (note.type === 'hold') { activeHolds[zone] = { endTime: note.time + (note.duration || 1000) }; } } return cleanNotes; } };
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Add this system: /**** * Song Pattern System ****/ // Pattern Templates - reusable note patterns var PatternTemplates = { // Basic patterns tapLeft: function(startTime) { return [{time: startTime, type: 'tap', zone: 'left'}]; }, tapRight: function(startTime) { return [{time: startTime, type: 'tap', zone: 'right'}]; }, syncTap: function(startTime) { return [ {time: startTime, type: 'tap', zone: 'left'}, {time: startTime, type: 'tap', zone: 'right'} ]; }, // Alternating patterns leftRightTaps: function(startTime, spacing) { spacing = spacing || 500; // Default to beat spacing return [ {time: startTime, type: 'tap', zone: 'left'}, {time: startTime + spacing, type: 'tap', zone: 'right'} ]; }, rightLeftTaps: function(startTime, spacing) { spacing = spacing || 500; return [ {time: startTime, type: 'tap', zone: 'right'}, {time: startTime + spacing, type: 'tap', zone: 'left'} ]; }, // Hold patterns holdLeft: function(startTime, duration) { duration = duration || 1000; return [{time: startTime, type: 'hold', zone: 'left', duration: duration}]; }, holdRight: function(startTime, duration) { duration = duration || 1000; return [{time: startTime, type: 'hold', zone: 'right', duration: duration}]; }, syncHold: function(startTime, duration) { duration = duration || 1000; return [ {time: startTime, type: 'hold', zone: 'left', duration: duration}, {time: startTime, type: 'hold', zone: 'right', duration: duration} ]; }, // Complex patterns tripletTaps: function(startTime, zone, spacing) { spacing = spacing || 167; // Triplet timing return [ {time: startTime, type: 'tap', zone: zone}, {time: startTime + spacing, type: 'tap', zone: zone}, {time: startTime + spacing * 2, type: 'tap', zone: zone} ]; }, alternatingTriplets: function(startTime, spacing) { spacing = spacing || 167; return [ {time: startTime, type: 'tap', zone: 'left'}, {time: startTime + spacing, type: 'tap', zone: 'right'}, {time: startTime + spacing * 2, type: 'tap', zone: 'left'} ]; }, buildUp: function(startTime) { return [ {time: startTime, type: 'tap', zone: 'left'}, {time: startTime + 250, type: 'tap', zone: 'right'}, {time: startTime + 500, type: 'tap', zone: 'left'}, {time: startTime + 625, type: 'tap', zone: 'right'}, {time: startTime + 750, type: 'tap', zone: 'left'}, {time: startTime + 875, type: 'tap', zone: 'right'} ]; }, holdWithTaps: function(startTime, holdZone, holdDuration) { var tapZone = holdZone === 'left' ? 'right' : 'left'; holdDuration = holdDuration || 2000; return [ {time: startTime, type: 'hold', zone: holdZone, duration: holdDuration}, {time: startTime + 500, type: 'tap', zone: tapZone}, {time: startTime + 1000, type: 'tap', zone: tapZone}, {time: startTime + 1500, type: 'tap', zone: tapZone} ]; } }; // Song Generator Class var SongGenerator = { generateSong: function(config) { var notes = []; var currentTime = config.startDelay || 2000; // Start after 2 seconds // Add intro section notes = notes.concat(this.generateIntro(currentTime)); currentTime += config.introLength || 16000; // Add verse sections for (var v = 0; v < (config.verseCount || 3); v++) { notes = notes.concat(this.generateVerse(currentTime, v)); currentTime += config.verseLength || 32000; // Add chorus after each verse notes = notes.concat(this.generateChorus(currentTime, v)); currentTime += config.chorusLength || 24000; } // Add bridge section notes = notes.concat(this.generateBridge(currentTime)); currentTime += config.bridgeLength || 16000; // Final chorus with variations notes = notes.concat(this.generateFinalChorus(currentTime)); currentTime += config.finalChorusLength || 32000; // Add outro notes = notes.concat(this.generateOutro(currentTime, config.totalLength)); return notes; }, generateIntro: function(startTime) { var notes = []; var time = startTime; // Simple alternating taps to start for (var i = 0; i < 8; i++) { var zone = i % 2 === 0 ? 'left' : 'right'; notes = notes.concat(PatternTemplates.tapLeft(time)); time += 1000; // Every beat } // Add some sync taps notes = notes.concat(PatternTemplates.syncTap(time)); time += 2000; notes = notes.concat(PatternTemplates.syncTap(time)); time += 2000; // Build up pattern notes = notes.concat(PatternTemplates.buildUp(time)); return notes; }, generateVerse: function(startTime, verseNumber) { var notes = []; var time = startTime; // Verse pattern: alternating with some holds for (var section = 0; section < 4; section++) { // 4-beat alternating pattern notes = notes.concat(PatternTemplates.leftRightTaps(time, 500)); time += 1000; notes = notes.concat(PatternTemplates.rightLeftTaps(time, 500)); time += 1000; // Add a hold every other section if (section % 2 === 1) { var holdZone = verseNumber % 2 === 0 ? 'left' : 'right'; notes = notes.concat(PatternTemplates.holdLeft(time, 1500)); time += 2000; } else { // Sync tap notes = notes.concat(PatternTemplates.syncTap(time)); time += 1000; // Rest time += 1000; } } return notes; }, generateChorus: function(startTime, chorusNumber) { var notes = []; var time = startTime; // Chorus is more intense with sync patterns for (var section = 0; section < 3; section++) { // Sync taps notes = notes.concat(PatternTemplates.syncTap(time)); time += 1000; // Triplet pattern var zone = section % 2 === 0 ? 'left' : 'right'; notes = notes.concat(PatternTemplates.tripletTaps(time, zone, 167)); time += 1000; // Hold with taps var holdZone = chorusNumber % 2 === 0 ? 'left' : 'right'; notes = notes.concat(PatternTemplates.holdWithTaps(time, holdZone, 2000)); time += 3000; // Build up notes = notes.concat(PatternTemplates.buildUp(time)); time += 1000; } return notes; }, generateBridge: function(startTime) { var notes = []; var time = startTime; // Bridge: Different rhythm, more complex // Sync holds notes = notes.concat(PatternTemplates.syncHold(time, 2000)); time += 3000; // Alternating triplets for (var i = 0; i < 4; i++) { notes = notes.concat(PatternTemplates.alternatingTriplets(time)); time += 1000; } // Long holds with opposite taps notes = notes.concat(PatternTemplates.holdWithTaps(time, 'left', 3000)); time += 4000; notes = notes.concat(PatternTemplates.holdWithTaps(time, 'right', 3000)); return notes; }, generateFinalChorus: function(startTime) { var notes = []; var time = startTime; // Most intense section for (var section = 0; section < 4; section++) { // Double sync taps notes = notes.concat(PatternTemplates.syncTap(time)); time += 500; notes = notes.concat(PatternTemplates.syncTap(time)); time += 500; // Fast alternating for (var i = 0; i < 4; i++) { var zone = i % 2 === 0 ? 'left' : 'right'; notes.push({time: time, type: 'tap', zone: zone}); time += 250; } // Sync hold notes = notes.concat(PatternTemplates.syncHold(time, 1500)); time += 2000; // Build up notes = notes.concat(PatternTemplates.buildUp(time)); time += 1500; } return notes; }, generateOutro: function(startTime, totalLength) { var notes = []; var time = startTime; var endTime = totalLength || 202136; // Simple pattern to end while (time < endTime - 4000) { notes = notes.concat(PatternTemplates.syncTap(time)); time += 2000; } // Final sync hold if (time < endTime - 2000) { notes = notes.concat(PatternTemplates.syncHold(time, Math.min(2000, endTime - time))); } return notes; } }; // Song Database var SongDatabase = { 'gameMusic': { bpm: 120, scannerCycleDuration: 4000, totalLength: 202136, notes: null // Will be generated } }; // Generate the song pattern SongDatabase['gameMusic'].notes = SongGenerator.generateSong({ startDelay: 2000, introLength: 16000, verseCount: 3, verseLength: 32000, chorusLength: 24000, bridgeLength: 16000, finalChorusLength: 32000, totalLength: 202136 }); // Update the defaultSongData to use the generated pattern var defaultSongData = SongDatabase['gameMusic']; // Helper function to add new songs easily function addSong(songId, config) { SongDatabase[songId] = { bpm: config.bpm || 120, scannerCycleDuration: config.scannerCycleDuration || 4000, totalLength: config.totalLength, notes: config.customNotes || SongGenerator.generateSong(config) }; } // Example of adding a new song: /* addSong('newSong', { bpm: 140, totalLength: 180000, // 3 minutes startDelay: 1500, verseCount: 2, verseLength: 30000 }); */
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Remove tap feedback altogether.
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Remove tap feed back indicators
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Remove flick notes. Make all notes tap or hold.
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Remove player health and all associated functions from the game.
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Please fix the bug: 'Script error.' in or related to this line: 'if (heldNote && heldNote.isHolding) {' Line Number: 895
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I’d like to make flick notes show an indication of which flick direction is required to “hit” the note and check the travel in game.up. Direction can be up down left or right. Also let’s remove the secondary note and the particle trail on the finger.
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Hold notes should not be removed until player stops holding at the end note. If the player doesn’t hold all the way then the note is a miss. Add particle effects around connection while holding. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Fix held notes so that they show a connecting line between the start and end note. Currently I only see one note and not the end and no connecting.
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double note and note glow size
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update with: self.showHitEffect = function () { LK.getSound('hitSound').play(); self.explodeIntoParticles(); // Clean up end note and glow for hold notes if (self.endNote && self.endNote.destroy) { self.endNote.destroy(); } if (self.endGlow && self.endGlow.destroy) { self.endGlow.destroy(); } tween(self, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 200, onFinish: function onFinish() { self.active = false; } }); }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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update with: self.createHoldTrail = function () { // Determine scanner direction at hit time var cycleTime = self.hitTime % SCANNER_CYCLE_DURATION; var scannerMovingUp = cycleTime < SCANNER_HALF_CYCLE; // Make trail shorter - reduced from duration/4*100 to duration/6*60 var trailLength = self.duration / 6 * 60; // Much shorter trail var direction = scannerMovingUp ? -1 : 1; // -1 for up, 1 for down var segments = Math.max(1, Math.floor(trailLength / 15)); // Smaller segments for (var i = 0; i < segments; i++) { var trail = self.attachAsset('holdTrail', { anchorX: 0.5, anchorY: 0 }); trail.tint = self.color; trail.alpha = 0.6 - (i * 0.1); // Fade out as it goes further trail.y = i * 15 * direction; // Follow scanner direction trail.height = 15; self.holdTrails.push(trail); } // Add end indicator note self.endNote = self.attachAsset('noteCore', { anchorX: 0.5, anchorY: 0.5 }); self.endNote.tint = self.color; self.endNote.alpha = 0.8; self.endNote.scaleX = 0.7; self.endNote.scaleY = 0.7; self.endNote.y = (segments * 15 * direction); // Position at end of trail // Add a subtle glow to the end note self.endGlow = self.attachAsset('glowRing', { anchorX: 0.5, anchorY: 0.5 }); self.endGlow.tint = self.color; self.endGlow.alpha = 0.2; self.endGlow.scaleX = 0.5; self.endGlow.scaleY = 0.5; self.endGlow.y = (segments * 15 * direction); };
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function (p, fx, fy) {' Line Number: 154
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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: 72
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Please fix the bug: 'setInterval is not a function' in or related to this line: 'var countdownInterval = setInterval(function () {' Line Number: 462
Code edit (1 edits merged)
Please save this source code
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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: 72
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Please fix the bug: 'setInterval is not a function' in or related to this line: 'var countdownInterval = setInterval(function () {' Line Number: 476
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Note = Container.expand(function (noteData, spawnTime) { var self = Container.call(this); // Note properties self.noteData = noteData; self.type = noteData.type; // 'tap', 'hold', 'flick' self.targetX = noteData.x; self.targetY = noteData.y; self.color = noteData.color || 0x00ffff; self.hitTime = noteData.time; self.duration = noteData.duration || 0; // For hold notes self.flickTarget = noteData.flickTarget || null; // For flick notes self.spawnTime = spawnTime; self.zone = noteData.x < GAME_WIDTH / 2 ? 'left' : 'right'; // Determine zone // State self.active = true; self.isHit = false; self.isMissed = false; self.isSpawning = true; self.isHolding = false; // For hold notes self.holdStarted = false; // Visual components var assetName = self.type === 'hold' ? 'holdNoteCore' : self.type === 'flick' ? 'flickNoteCore' : 'noteCore'; self.noteGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); self.noteGraphics.tint = self.color; self.glowRing = self.attachAsset('glowRing', { anchorX: 0.5, anchorY: 0.5 }); self.glowRing.tint = self.color; self.glowRing.alpha = 0.3; // Position self.x = self.targetX; self.y = self.targetY; // Start invisible and scale up self.alpha = 0; self.scaleX = 0.1; self.scaleY = 0.1; // Define createHoldTrail method first self.createHoldTrail = function () { var endY = self.targetY + self.duration / 4 * 100; var trailLength = Math.abs(endY - self.targetY); var segments = Math.max(1, Math.floor(trailLength / 20)); for (var i = 0; i < segments; i++) { var trail = self.attachAsset('holdTrail', { anchorX: 0.5, anchorY: 0 }); trail.tint = self.color; trail.alpha = 0.6; trail.y = i * 20; trail.height = 20; self.holdTrails.push(trail); } }; // Hold trail for hold notes self.holdTrails = []; if (self.type === 'hold' && self.duration > 0) { self.createHoldTrail(); } self.spawnIn = function () { self.isSpawning = true; tween(self, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { self.isSpawning = false; } }); }; self.showHitEffect = function () { LK.getSound('hitSound').play(); self.explodeIntoParticles(); tween(self, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 200, onFinish: function onFinish() { self.active = false; } }); }; self.showFlickEffect = function (targetX, targetY) { LK.getSound('flickSound').play(); self.explodeIntoParticles(); // Create shooting trail effect self.createFlickTrail(targetX, targetY); tween(self, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 200, onFinish: function onFinish() { self.active = false; } }); }; self.createFlickTrail = function (targetX, targetY) { var trailParticles = []; var particleCount = 20; var startX = self.x; var startY = self.y; for (var i = 0; i < particleCount; i++) { var particle = game.attachAsset('flickTrail', { anchorX: 0.5, anchorY: 0.5 }); particle.tint = self.color; particle.x = startX; particle.y = startY; particle.alpha = 0.8; trailParticles.push(particle); var delay = i * 30; // Stagger the particles var progress = i / particleCount; var finalX = startX + (targetX - startX) * progress; var finalY = startY + (targetY - startY) * progress; setTimeout(function (p, fx, fy) { tween(p, { x: fx, y: fy, alpha: 0, scaleX: 0.3, scaleY: 0.3 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { if (p && p.destroy) { p.destroy(); } } }); }, delay, particle, finalX, finalY); } // Create new note at target location after delay setTimeout(function () { if (targetX && targetY) { createFlickResultNote(targetX, targetY, self.color); } }, 600); }; self.showMissEffect = function () { LK.getSound('missSound').play(); tween(self.noteGraphics, { tint: 0xff0000 }, { duration: 150, onFinish: function onFinish() { tween(self, { alpha: 0.3 }, { duration: 300, onFinish: function onFinish() { self.active = false; } }); } }); }; self.explodeIntoParticles = function () { var particleCount = 12; for (var i = 0; i < particleCount; i++) { var particle = game.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); particle.tint = self.color; particle.x = self.x; particle.y = self.y; var angle = i / particleCount * Math.PI * 2; var speed = 150 + Math.random() * 100; var targetX = self.x + Math.cos(angle) * speed; var targetY = self.y + Math.sin(angle) * speed; tween(particle, { x: targetX, y: targetY, alpha: 0, scaleX: 0.3, scaleY: 0.3 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { if (particle && particle.destroy) { particle.destroy(); } } }); } }; return self; }); var Scanner = Container.expand(function () { var self = Container.call(this); self.glow = self.attachAsset('scannerGlow', { anchorX: 0, anchorY: 0.5 }); self.glow.alpha = 0.3; self.line = self.attachAsset('scannerLine', { anchorX: 0, anchorY: 0.5 }); self.x = 0; self.isMovingUp = true; // Start moving up return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game Constants var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var BPM = 120; var BEAT_DURATION_MS = 60 / BPM * 1000; var SCANNER_Y_MIN = 200; var SCANNER_Y_MAX = GAME_HEIGHT - 300; var PLAY_AREA_HEIGHT = SCANNER_Y_MAX - SCANNER_Y_MIN; var INITIAL_PLAYER_HEALTH = 5; var HIT_TOLERANCE_PX = 80; var TARGET_SCORE_TO_WIN = 1500; var NOTE_SPAWN_AHEAD_MS = 3000; // 3 seconds ahead for better reaction time var SCANNER_CYCLE_DURATION = 4000; // Game State Variables var playerHealth; var healthPips = []; var scoreTxt; var countdownTxt; var scanner; var scannerIsMovingUp = true; var gameStartTime; var gameStarted = false; var notes = []; var currentSongData; var spawnedNotes = []; // Using array instead of Set var leftZone, rightZone; var isDragging = false; var dragStartX, dragStartY; var currentTrail = []; // Color palette for notes var NOTE_COLORS = [0x00ffff, // Cyan 0xff00ff, // Magenta 0xffff00, // Yellow 0x00ff00, // Green 0xff8800, // Orange 0x8800ff // Purple ]; // Better spaced test song data var defaultSongData = { bpm: 120, scannerCycleDuration: 4000, notes: [ // Measure 1 - spread throughout 4 seconds { time: 1000, type: 'tap', x: 400, y: 400 }, { time: 2000, type: 'tap', x: 1200, y: 500 }, { time: 3000, type: 'hold', x: 600, y: 350, duration: 800 }, { time: 4000, type: 'tap', x: 1000, y: 600 }, // Measure 2 - 4-8 seconds { time: 5000, type: 'flick', x: 500, y: 300, flickTarget: { x: 800, y: 450 } }, { time: 6000, type: 'tap', x: 1400, y: 550 }, { time: 7000, type: 'tap', x: 300, y: 400 }, { time: 8000, type: 'hold', x: 1100, y: 350, duration: 600 }, // Measure 3 - 8-12 seconds { time: 9000, type: 'tap', x: 700, y: 500 }, { time: 10000, type: 'flick', x: 1300, y: 400, flickTarget: { x: 500, y: 300 } }, { time: 11000, type: 'tap', x: 800, y: 600 }, { time: 12000, type: 'tap', x: 400, y: 350 }, // Measure 4 - 12-16 seconds { time: 13000, type: 'hold', x: 1200, y: 450, duration: 1000 }, { time: 14500, type: 'tap', x: 600, y: 300 }, { time: 15500, type: 'flick', x: 900, y: 550, flickTarget: { x: 1100, y: 400 } }, { time: 16000, type: 'tap', x: 500, y: 500 }] }; function createZoneIndicators() { // Left zone indicator leftZone = game.attachAsset('zoneIndicator', { anchorX: 0, anchorY: 0 }); leftZone.x = 0; leftZone.y = 0; leftZone.width = GAME_WIDTH / 2; leftZone.alpha = 0.1; leftZone.tint = 0x00ffff; // Right zone indicator rightZone = game.attachAsset('zoneIndicator', { anchorX: 0, anchorY: 0 }); rightZone.x = GAME_WIDTH / 2; rightZone.y = 0; rightZone.width = GAME_WIDTH / 2; rightZone.alpha = 0.1; rightZone.tint = 0xff00ff; } function createFlickResultNote(x, y, color) { var resultNote = game.attachAsset('noteCore', { anchorX: 0.5, anchorY: 0.5 }); resultNote.x = x; resultNote.y = y; resultNote.tint = color; resultNote.alpha = 0; resultNote.scaleX = 0.1; resultNote.scaleY = 0.1; // Scale in effect tween(resultNote, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { // Fade out after short display setTimeout(function () { tween(resultNote, { alpha: 0, scaleX: 1.2, scaleY: 1.2 }, { duration: 500, onFinish: function onFinish() { if (resultNote && resultNote.destroy) { resultNote.destroy(); } } }); }, 1000); } }); } function startCountdown() { countdownTxt = new Text2('3', { size: 200, fill: 0xFFFFFF }); countdownTxt.anchor.set(0.5, 0.5); countdownTxt.x = GAME_WIDTH / 2; countdownTxt.y = GAME_HEIGHT / 2; game.addChild(countdownTxt); var count = 3; var countdownInterval = LK.setInterval(function () { count--; if (count > 0) { countdownTxt.setText(count.toString()); } else if (count === 0) { countdownTxt.setText('GO!'); } else { LK.clearInterval(countdownInterval); if (countdownTxt && countdownTxt.destroy) { countdownTxt.destroy(); } startGame(); } }, 1000); } function startGame() { gameStarted = true; gameStartTime = Date.now(); moveScanner(); LK.playMusic('gameMusic', { loop: true }); } function initHealthDisplay() { healthPips.forEach(function (pip) { if (pip && pip.destroy) { pip.destroy(); } }); healthPips = []; var pipSpacing = 70; var totalPipsWidth = (INITIAL_PLAYER_HEALTH - 1) * pipSpacing + 60; var startX = GAME_WIDTH - totalPipsWidth - 30; 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; LK.gui.top.addChild(pip); 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(); gameStartTime = null; gameStarted = false; tween.stop(scanner); } } function moveScanner() { if (!scanner || !gameStarted) return; tween.stop(scanner); var targetY = scannerIsMovingUp ? SCANNER_Y_MIN : SCANNER_Y_MAX; tween(scanner, { y: targetY }, { duration: SCANNER_CYCLE_DURATION / 2, easing: tween.linear, onFinish: function onFinish() { scannerIsMovingUp = !scannerIsMovingUp; moveScanner(); } }); } function spawnNotesForCurrentTime(currentTime) { if (!currentSongData) return; currentSongData.notes.forEach(function (noteData, index) { var noteKey = index + '_' + noteData.time; // Check if already spawned var alreadySpawned = false; for (var i = 0; i < spawnedNotes.length; i++) { if (spawnedNotes[i] === noteKey) { alreadySpawned = true; break; } } if (!alreadySpawned && currentTime >= noteData.time - NOTE_SPAWN_AHEAD_MS && currentTime < noteData.time + 1000) { if (!noteData.color) { noteData.color = NOTE_COLORS[Math.floor(Math.random() * NOTE_COLORS.length)]; } var note = new Note(noteData, currentTime); notes.push(note); game.addChild(note); note.spawnIn(); spawnedNotes.push(noteKey); } }); } function setupGame() { LK.setScore(0); playerHealth = INITIAL_PLAYER_HEALTH; gameStarted = false; // 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(); // Zone indicators createZoneIndicators(); // Scanner - start at bottom if (scanner && scanner.destroy) { scanner.destroy(); } scanner = new Scanner(); scanner.y = SCANNER_Y_MAX; // Start at bottom game.addChild(scanner); // Clear previous notes notes.forEach(function (note) { if (note && note.destroy) { note.destroy(); } }); notes = []; spawnedNotes = []; // Load song data currentSongData = defaultSongData; BPM = currentSongData.bpm; BEAT_DURATION_MS = 60 / BPM * 1000; scannerIsMovingUp = true; // Will move up first // Start countdown instead of immediate game start startCountdown(); } function checkZoneHit(x, y) { var hitZone = x < GAME_WIDTH / 2 ? 'left' : 'right'; var currentTime = Date.now() - gameStartTime; for (var i = notes.length - 1; i >= 0; i--) { var note = notes[i]; if (!note || !note.active || note.isHit || note.isSpawning) continue; // Check if note is in the same zone if (note.zone === hitZone) { var scannerDiff = Math.abs(scanner.y - note.y); var timeDiff = Math.abs(currentTime - note.hitTime); if (scannerDiff < HIT_TOLERANCE_PX) { note.isHit = true; if (note.type === 'flick' && note.flickTarget) { note.showFlickEffect(note.flickTarget.x, note.flickTarget.y); } else { note.showHitEffect(); } var points = 10; if (timeDiff < 50) points = 20;else if (timeDiff < 100) points = 15; LK.setScore(LK.getScore() + points); scoreTxt.setText(LK.getScore()); if (LK.getScore() >= TARGET_SCORE_TO_WIN) { LK.showYouWin(); gameStartTime = null; gameStarted = false; tween.stop(scanner); return; } break; } } } } // Initial setup call setupGame(); game.down = function (x, y, obj) { if (playerHealth <= 0 || !gameStarted) return; // Show tap feedback in the zone var feedback = game.attachAsset('tapFeedback', { anchorX: 0.5, anchorY: 0.5 }); feedback.x = x; feedback.y = scanner.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(); } } }); checkZoneHit(x, y); // Start drag tracking for flick notes isDragging = true; dragStartX = x; dragStartY = y; currentTrail = []; }; game.move = function (x, y, obj) { if (!isDragging || !gameStarted) return; // Create trail particles during drag var trailParticle = game.attachAsset('flickTrail', { anchorX: 0.5, anchorY: 0.5 }); trailParticle.x = x; trailParticle.y = y; trailParticle.alpha = 0.6; trailParticle.tint = 0xffffff; currentTrail.push(trailParticle); // Fade out trail particle tween(trailParticle, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 500, onFinish: function onFinish() { if (trailParticle && trailParticle.destroy) { trailParticle.destroy(); } } }); }; game.up = function (x, y, obj) { if (!isDragging || !gameStarted) return; isDragging = false; // Clean up current trail currentTrail.forEach(function (particle) { if (particle && particle.destroy) { particle.destroy(); } }); currentTrail = []; }; game.update = function () { if (playerHealth <= 0 || !gameStarted) return; var currentTime = Date.now() - gameStartTime; spawnNotesForCurrentTime(currentTime); for (var i = notes.length - 1; i >= 0; i--) { var note = notes[i]; if (!note) { notes.splice(i, 1); continue; } // Check for missed notes if (note.active && !note.isHit && !note.isMissed && !note.isSpawning) { var timeDiff = currentTime - note.hitTime; var scannerPassed = false; if (scannerIsMovingUp && scanner.y < note.y - 50) { scannerPassed = true; } else if (!scannerIsMovingUp && scanner.y > note.y + 50) { scannerPassed = true; } if (scannerPassed && timeDiff > 300) { note.isMissed = true; note.showMissEffect(); playerHealth--; updateHealthDisplay(); if (playerHealth <= 0) { return; } } } // Cleanup inactive notes if (!note.active) { notes.splice(i, 1); if (game.children.indexOf(note) > -1) { game.removeChild(note); } if (note.destroy) { note.destroy(); } } } };
===================================================================
--- original.js
+++ change.js
@@ -45,13 +45,9 @@
// Start invisible and scale up
self.alpha = 0;
self.scaleX = 0.1;
self.scaleY = 0.1;
- // Hold trail for hold notes
- self.holdTrails = [];
- if (self.type === 'hold' && self.duration > 0) {
- self.createHoldTrail();
- }
+ // Define createHoldTrail method first
self.createHoldTrail = function () {
var endY = self.targetY + self.duration / 4 * 100;
var trailLength = Math.abs(endY - self.targetY);
var segments = Math.max(1, Math.floor(trailLength / 20));
@@ -66,8 +62,13 @@
trail.height = 20;
self.holdTrails.push(trail);
}
};
+ // Hold trail for hold notes
+ self.holdTrails = [];
+ if (self.type === 'hold' && self.duration > 0) {
+ self.createHoldTrail();
+ }
self.spawnIn = function () {
self.isSpawning = true;
tween(self, {
alpha: 1,
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