User prompt
Replace self.update in player orb with: self.update = function () { var pitch = facekit.pitch; var volume = facekit.volume; // Only log when actually making sound if (volume > 0.1) { console.log("Active Pitch:", pitch.toFixed(2)); } scoreText.setText("V:" + volume.toFixed(2) + " P:" + pitch.toFixed(2)); // Keep current interpolation self.y += (self.targetY - self.y) * 0.1; };
User prompt
Replace player orb class with: self.update = function () { var pitch = facekit.pitch; var volume = facekit.volume; // Only update position when actually singing if (volume > 0.05) { // Map pitch to screen height (0-70 to 0-2732) var normalizedPitch = Math.max(0, Math.min(1, pitch / 70)); var targetPosition = (1 - normalizedPitch) * 2732; // Invert for intuitive control // Smooth movement without volume influence self.targetY = self.targetY + (targetPosition - self.targetY) * 0.1; // Show "Louder!" text if on pitch but volume too low for scoring if (volume < 0.2) { // Add feedback text logic here } } // Apply movement with fixed interpolation self.y += (self.targetY - self.y) * 0.15; }; ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Update player orb with: var PlayerOrb = Container.expand(function() { var self = Container.call(this); var orb = self.attachAsset('orb', { anchorX: 0.5, anchorY: 0.5 }); orb.width = orb.height = 50; orb.tint = 0xFFFFFF; self.targetY = 2732 / 2; self.x = 2048 * 0.2; self.y = 2732 / 2; // Define pitch ranges within the instance self.pitchRanges = [ {min: 30, max: 40, y: 2732 * 0.8}, // Low notes {min: 40, max: 50, y: 2732 * 0.6}, // Mid-low notes {min: 50, max: 60, y: 2732 * 0.4}, // Mid-high notes {min: 60, max: 70, y: 2732 * 0.2} // High notes ]; self.update = function() { var pitch = facekit.pitch; var volume = facekit.volume; // Only move if we have significant volume if (volume > 0.8) { // Find matching pitch range for (var i = 0; i < self.pitchRanges.length; i++) { var range = self.pitchRanges[i]; if (pitch >= range.min && pitch < range.max) { self.targetY = range.y; scoreText.setText("P:" + pitch.toFixed(2) + " RANGE:" + i); break; } } } // Smooth movement self.y += (self.targetY - self.y) * 0.1; }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Replace player orb with: var PlayerOrb = Container.expand(function() { var self = Container.call(this); var orb = self.attachAsset('orb', { anchorX: 0.5, anchorY: 0.5 }); orb.width = orb.height = 50; orb.tint = 0xFFFFFF; self.targetY = 2732 / 2; self.x = 2048 * 0.2; self.y = 2732 / 2; // Define pitch ranges for screen positions self.pitchRanges = [ {min: 0, max: 10, y: 2732 * 0.8}, // Low notes {min: 10, max: 20, y: 2732 * 0.6}, // Mid-low notes {min: 20, max: 30, y: 2732 * 0.4}, // Mid-high notes {min: 30, max: 50, y: 2732 * 0.2} // High notes ]; self.update = function() { var pitch = facekit.pitch; scoreText.setText("P:" + pitch.toFixed(2)); // Find matching pitch range for (var i = 0; i < self.pitchRanges.length; i++) { var range = self.pitchRanges[i]; if (pitch >= range.min && pitch < range.max) { self.targetY = range.y; break; } } // Smooth movement self.y += (self.targetY - self.y) * 0.1; }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Update player orb as needed with: var PlayerOrb = Container.expand(function() { var self = Container.call(this); var orb = self.attachAsset('orb', { anchorX: 0.5, anchorY: 0.5 }); orb.width = orb.height = 50; orb.tint = 0xFFFFFF; self.targetY = 2732 / 2; self.x = 2048 * 0.2; self.y = 2732 / 2; // Define pitch ranges for screen positions self.pitchRanges = [ {min: 0, max: 10, y: 2732 * 0.8}, // Low notes {min: 10, max: 20, y: 2732 * 0.6}, // Mid-low notes {min: 20, max: 30, y: 2732 * 0.4}, // Mid-high notes {min: 30, max: 50, y: 2732 * 0.2} // High notes ]; self.update = function() { var pitch = facekit.pitch; scoreText.setText("P:" + pitch.toFixed(2)); // Find matching pitch range for (var i = 0; i < self.pitchRanges.length; i++) { var range = self.pitchRanges[i]; if (pitch >= range.min && pitch < range.max) { self.targetY = range.y; break; } } // Smooth movement self.y += (self.targetY - self.y) * 0.1; }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: rawPitch' in or related to this line: 'scoreText.setText("Raw P:" + rawPitch.toFixed(2) + " Y:" + self.y.toFixed(0));' Line Number: 87
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'self.pitchRanges.length')' in or related to this line: 'for (var i = 0; i < self.pitchRanges.length; i++) {' Line Number: 55
User prompt
Update player orb with: var PlayerOrb = Container.expand(function() { var self = Container.call(this); var orb = self.attachAsset('orb', { anchorX: 0.5, anchorY: 0.5 }); orb.width = orb.height = 50; orb.tint = 0xFFFFFF; self.targetY = 2732 / 2; self.x = 2048 * 0.2; self.y = 2732 / 2; // Define pitch ranges for screen positions self.pitchRanges = [ {min: 0, max: 10, y: 2732 * 0.8}, // Low notes {min: 10, max: 20, y: 2732 * 0.6}, // Mid-low notes {min: 20, max: 30, y: 2732 * 0.4}, // Mid-high notes {min: 30, max: 50, y: 2732 * 0.2} // High notes ]; self.update = function() { var pitch = facekit.pitch; scoreText.setText("P:" + pitch.toFixed(2)); // Find matching pitch range for (var i = 0; i < self.pitchRanges.length; i++) { var range = self.pitchRanges[i]; if (pitch >= range.min && pitch < range.max) { self.targetY = range.y; break; } } // Smooth movement self.y += (self.targetY - self.y) * 0.1; }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Update player orb with: var PlayerOrb = Container.expand(function() { var self = Container.call(this); var orb = self.attachAsset('orb', { anchorX: 0.5, anchorY: 0.5 }); orb.width = orb.height = 50; orb.tint = 0xFFFFFF; self.targetY = 2732 / 2; self.x = 2048 * 0.2; self.y = 2732 / 2; // For debugging self.lastPitchValue = 0; self.update = function() { // Get raw pitch value var rawPitch = facekit.pitch; // Only update if pitch has actually changed if (rawPitch !== self.lastPitchValue) { self.lastPitchValue = rawPitch; // Map raw pitch directly to screen height (no volume influence) // Starting with simple linear mapping, might need adjustment var screenPos = (rawPitch / 25) * 2732; // Assuming pitch range 0-25 self.targetY = Math.max(50, Math.min(2682, screenPos)); // Keep within screen } // Show raw values for debugging scoreText.setText("Raw P:" + rawPitch.toFixed(2) + " Y:" + self.y.toFixed(0)); // Smooth movement self.y += (self.targetY - self.y) * 0.1; }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Update player orb as needed with: var PlayerOrb = Container.expand(function() { var self = Container.call(this); var orb = self.attachAsset('orb', { anchorX: 0.5, anchorY: 0.5 }); orb.width = orb.height = 50; orb.tint = 0xFFFFFF; self.targetY = 2732 / 2; self.x = 2048 * 0.2; self.y = 2732 / 2; // Track both current and previous pitch to detect changes self.currentPitch = null; self.previousPitch = null; self.update = function() { // Display values for debugging scoreText.setText("V:" + facekit.volume.toFixed(2) + " P:" + facekit.pitch.toFixed(2)); // Update pitch tracking self.previousPitch = self.currentPitch; self.currentPitch = facekit.pitch; // Check if we have a valid pitch and face detection if (facekit.pitch !== undefined && facekit.pitch !== null) { // Invert and normalize pitch (assuming 0-100 range) var normalizedPitch = 1 - (Math.min(100, Math.max(0, facekit.pitch)) / 100); // Map to screen with some padding (10% from top and bottom) var paddedY = 273 + (normalizedPitch * (2732 - 546)); self.targetY = paddedY; } // Smoother movement self.y += (self.targetY - self.y) * 0.15; }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Update player orb as needed with: var PlayerOrb = Container.expand(function() { var self = Container.call(this); var orb = self.attachAsset('orb', { anchorX: 0.5, anchorY: 0.5 }); orb.width = orb.height = 50; orb.tint = 0xFFFFFF; self.targetY = 2732 / 2; self.x = 2048 * 0.2; self.y = 2732 / 2; self.lastPitch = null; self.update = function() { // Display values scoreText.setText("V:" + facekit.volume.toFixed(2) + " P:" + facekit.pitch.toFixed(2)); // Only update if pitch is in a reasonable range (0-100 to be safe) if (facekit.pitch >= 0 && facekit.pitch <= 100) { // Map pitch to full screen height var normalizedPitch = facekit.pitch / 100; self.targetY = normalizedPitch * 2732; // Update last known good pitch self.lastPitch = facekit.pitch; } // Smooth movement self.y += (self.targetY - self.y) * 0.08; }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Update player orb as needed with: var PlayerOrb = Container.expand(function() { var self = Container.call(this); var orb = self.attachAsset('orb', { anchorX: 0.5, anchorY: 0.5 }); orb.width = orb.height = 50; orb.tint = 0xFFFFFF; self.targetY = 2732 / 2; self.x = 2048 * 0.2; self.y = 2732 / 2; self.update = function() { // Display values scoreText.setText("V:" + facekit.volume.toFixed(2) + " P:" + facekit.pitch.toFixed(2)); // Much higher volume threshold and check for valid pitch range if (facekit.volume > 0.85 && facekit.pitch > 0 && facekit.pitch < 50) { // More restrictive pitch mapping var normalizedPitch = facekit.pitch / 50; // Add smoothing to pitch value normalizedPitch = 0.3 + (normalizedPitch * 0.4); // Restrict to middle 40% of screen self.targetY = normalizedPitch * 2732; } // Much slower interpolation for stability self.y += (self.targetY - self.y) * 0.05; }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Update player orb as needed with: var PlayerOrb = Container.expand(function() { var self = Container.call(this); var orb = self.attachAsset('orb', { anchorX: 0.5, anchorY: 0.5 }); orb.width = orb.height = 50; orb.tint = 0xFFFFFF; self.targetY = 2732 / 2; self.x = 2048 * 0.2; self.y = 2732 / 2; self.update = function() { // Display values scoreText.setText("V:" + facekit.volume.toFixed(2) + " P:" + facekit.pitch.toFixed(2)); // Require slightly higher volume to avoid background noise if (facekit.volume > 0.7) { // Normalize pitch from 0-50 range to 0-1 range and invert for screen coordinates var normalizedPitch = 1 - (facekit.pitch / 50); // Clamp between 0 and 1 for safety normalizedPitch = Math.max(0, Math.min(1, normalizedPitch)); self.targetY = normalizedPitch * 2732; } self.y += (self.targetY - self.y) * 0.1; }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Update player orb class with: var PlayerOrb = Container.expand(function() { var self = Container.call(this); var orb = self.attachAsset('orb', { anchorX: 0.5, anchorY: 0.5 }); orb.width = orb.height = 50; orb.tint = 0xFFFFFF; self.targetY = 2732 / 2; self.x = 2048 * 0.2; self.y = 2732 / 2; self.update = function() { // Display values regardless of threshold scoreText.setText("V:" + facekit.volume.toFixed(2) + " P:" + facekit.pitch.toFixed(2)); // Check if volume is above 50% (0.5) if (facekit.volume > 0.5) { self.targetY = facekit.pitch * 2732; } self.y += (self.targetY - self.y) * 0.1; }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Update player orb as needed with: var PlayerOrb = Container.expand(function() { var self = Container.call(this); var orb = self.attachAsset('orb', { anchorX: 0.5, anchorY: 0.5 }); orb.width = orb.height = 50; orb.tint = 0xFFFFFF; self.targetY = 2732 / 2; self.x = 2048 * 0.2; self.y = 2732 / 2; // Add oscillation for testing self.time = 0; self.update = function() { // First, let's verify pitch input if (facekit.volume > 50) { // Print pitch to screen since we can't use console scoreText.setText("P:" + facekit.pitch); // Try direct pitch mapping self.targetY = 2732 * (facekit.pitch || 0); } else { // When no input, make it oscillate to verify movement works self.time += 0.02; self.targetY = (2732/2) + Math.sin(self.time) * 500; } self.y += (self.targetY - self.y) * 0.1; }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Update player orb as needed with: var PlayerOrb = Container.expand(function() { var self = Container.call(this); var orb = self.attachAsset('orb', { anchorX: 0.5, anchorY: 0.5 }); orb.width = orb.height = 50; orb.tint = 0xFFFFFF; // Initialize position self.targetY = 2732 / 2; self.x = 2048 * 0.2; self.y = 2732 / 2; self.update = function() { // Only update position if we have valid volume and pitch if (facekit.volume > 50 && typeof facekit.pitch === 'number' && !isNaN(facekit.pitch)) { // Clamp pitch between 0 and 1 for safety var clampedPitch = Math.max(0, Math.min(1, facekit.pitch)); self.targetY = clampedPitch * 2732; } // Always interpolate, but more slowly self.y += (self.targetY - self.y) * 0.05; }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
Code edit (6 edits merged)
Please save this source code
User prompt
Update player orb as needed with: var PlayerOrb = Container.expand(function() { var self = Container.call(this); var orb = self.attachAsset('orb', { anchorX: 0.5, anchorY: 0.5 }); orb.width = orb.height = 50; orb.tint = 0xFFFFFF; self.targetY = 2732 / 2; // Start in middle self.x = 2048 * 0.2; self.y = 2732 / 2; self.update = function() { if (facekit.volume > 50) { // Log values to understand input console.log("Pitch:", facekit.pitch, "Volume:", facekit.volume); // Try direct mapping first without inversion self.targetY = facekit.pitch * 2732; // If still incorrect, we can add pitch range normalization: // self.targetY = ((facekit.pitch - minPitch) / (maxPitch - minPitch)) * 2732; } self.y += (self.targetY - self.y) * 0.1; }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Update gameline class as needed with: var GameLine = Container.expand(function(isVertical, yPos) { var self = Container.call(this); // Create line using the shape asset var line = self.attachAsset('line', { anchorX: isVertical ? 0.5 : 0, // Horizontal lines anchor left anchorY: 0.5 }); // Configure based on orientation if (isVertical) { line.width = 10; line.height = 2732; self.x = 2048 * 0.2; } else { line.width = 2048; line.height = 4; self.x = 0; // Start from left edge self.y = yPos; } return self; });
Code edit (3 edits merged)
Please save this source code
User prompt
Move the score to the top of the screen.
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Maximum call stack size exceeded.' in or related to this line: 'game.update = function () {};' Line Number: 50
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var facekit = LK.import("@upit/facekit.v1"); /**** * Classes ****/ var GameLine = Container.expand(function (isVertical, yPos) { var self = Container.call(this); // Create line using the shape asset var line = self.attachAsset('line', { anchorX: isVertical ? 0.5 : 0, anchorY: isVertical ? 0 : 0.5 }); // Configure based on orientation if (isVertical) { line.width = 10; line.height = 2732; // Full height self.x = 2048 * 0.2; // 1/5 from left } else { line.width = 2048; // Full width line.height = 4; self.x = 0; self.y = yPos; } return self; }); var PlayerOrb = Container.expand(function () { var self = Container.call(this); var orb = self.attachAsset('orb', { anchorX: 0.5, anchorY: 0.5 }); orb.width = orb.height = 50; orb.tint = 0xFFFFFF; self.targetY = 2732 / 2; self.x = 2048 * 0.2; self.y = 2732 / 2; self.update = function () { var pitch = facekit.pitch; var volume = facekit.volume; // Only log when actually making sound if (volume > 0.1) { console.log("Active Pitch:", pitch.toFixed(2)); } scoreText.setText("V:" + volume.toFixed(2) + " P:" + pitch.toFixed(2)); // Keep current interpolation self.y += (self.targetY - self.y) * 0.1; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Add vertical guide line var guideLine = game.addChild(new GameLine(true)); // Add horizontal pitch lines var pitchLines = []; var lineSpacing = 2732 / 6; // Divide screen height by number of spaces needed for (var i = 1; i <= 5; i++) { var pitchLine = game.addChild(new GameLine(false, lineSpacing * i)); pitchLines.push(pitchLine); } var player = game.addChild(new PlayerOrb()); // Create score display var scoreText = new Text2("0", { size: 120, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Game update function //<Assets used in the game will automatically appear here> game.update = function () { player.update(); };
===================================================================
--- original.js
+++ change.js
@@ -40,22 +40,15 @@
self.y = 2732 / 2;
self.update = function () {
var pitch = facekit.pitch;
var volume = facekit.volume;
- // Only update position when actually singing
- if (volume > 0.05) {
- // Map pitch to screen height (0-70 to 0-2732)
- var normalizedPitch = Math.max(0, Math.min(1, pitch / 70));
- var targetPosition = (1 - normalizedPitch) * 2732; // Invert for intuitive control
- // Smooth movement without volume influence
- self.targetY = self.targetY + (targetPosition - self.targetY) * 0.1;
- // Show "Louder!" text if on pitch but volume too low for scoring
- if (volume < 0.2) {
- // Add feedback text logic here
- }
+ // Only log when actually making sound
+ if (volume > 0.1) {
+ console.log("Active Pitch:", pitch.toFixed(2));
}
- // Apply movement with fixed interpolation
- self.y += (self.targetY - self.y) * 0.15;
+ scoreText.setText("V:" + volume.toFixed(2) + " P:" + pitch.toFixed(2));
+ // Keep current interpolation
+ self.y += (self.targetY - self.y) * 0.1;
};
return self;
});
A surfer standing and riding on a surfboard. Side profile. Cartoon. Full body. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A peaked blue rock. Cartoon style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Poseidon’s face. Cartoon style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
An opened pair of lips as if singing . Light Skin color. Cell shading vector art style. Facing forward. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A tropical fish. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows