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the slide sound has to be 8 seconds long
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the pitch is not being diffrent when i do diffirent vertical position
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make sure while holding a button we have to hear that slide sound for along and slide sound dont be diffirent between pitch make it
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the notes are coming all time fix it like trambone champion game
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make sure while holding a button we have to hear that slide sound for along and slide sound dont be diffirent between pitch make it
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make sure while holding a button we have to here that slide sound for along and slide sound dont be diffirent between pitch make it
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whenever i clicked the screen u have to give that slide sound but make it diffirent by pitch
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create a sound asset fot different pitch of trambone
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can u do wherever pitchbaractive is give a same sound but when it got upper side that sound is high pitch when it got down side that sound is down pitch
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i cannot see clearly to diagonal or curvy notes are what they are remove that long green bar just put small small to make curvy or diagonal or zigzag
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i have to click everywhere of screen of pitchbaractive moving up or down
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put the notetap head of all notes for good catch
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i cannot see the holdbar fix it
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i cannot see the all curvy or zigzag or flat or diagonal notes make it
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remove the notetap in all game just we have to do hold the click for notes and we have to see that zigzag or diagonal or flat or curvy notes
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ve have to see notehold for it could be curvy diagonal for flat sometimes or zigzag
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Please fix the bug: 'TypeError: Cannot set properties of null (setting 'scaleX')' in or related to this line: 'note.noteAsset.scaleX = 1.2;' Line Number: 866
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we dont need to see that hold bar asset just we have to hold the click until the notehold has gone
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but that hold bar dont have to flat for the all time make it diagonal sometimes make it curvy sometimes
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the holdbar has to be allwhere for notes part
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the diagonal notes moves up fix it just right to left move
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Design a 2D rhythm game inspired by Trombone Champ, where after selecting a song, players control a virtual trombone by clicking (or pressing and holding) anywhere on the vertical pitch field to produce sound, with the vertical position of the cursor or finger determining the pitch—higher for sharp notes, lower for deeper tones. Notes scroll from right to left on a horizontal track, and each note must be played by pressing and holding at the correct pitch level as it reaches the designated "hit zone" on the left side of the screen. Some notes are quick taps while others require sustained holding, and many include pitch slides that must be carefully followed by dragging the input vertically in sync with the note’s curve. To score maximum points, the player must start holding at the precise moment the note enters the hit zone; late presses reduce score proportionally based on delay. Holding the wrong pitch results in flat or sharp sounds, which trigger visual and audio feedback, lowering the score and combo streak. The scoring system rewards both timing and pitch accuracy, encouraging the player to maintain continuous control over intonation and rhythm. Notes that look straight must be held at a fixed pitch, while sloped or curved notes must be tracked fluidly in real time. Additionally, if the player breaks the note early, lifts too soon, or fluctuates in pitch, their accuracy rating drops significantly. Advanced features may include combo multipliers, “Perfect” score zones, visual indicators of pitch deviation, and avatar reactions that mirror the performance quality, adding both humor and feedback to the gameplay.
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that notification text i mean it says miss or great change it to he good perfect awesome bad like that notification for when could i caught that notes
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Extend the default Showdown song to last about 2 minutes for a longer, more fun game
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when i have to catch and hold the notes make sure to do i have caught it at he first head for the notes and make sure about do i have hold it for correctly so give point for all diffirents
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Confetti for success var Confetti = Container.expand(function () { var self = Container.call(this); var asset = self.attachAsset('confetti', { anchorX: 0.5, anchorY: 0.5 }); self.vx = (Math.random() - 0.5) * 20; self.vy = -Math.random() * 20 - 10; self.life = 40 + Math.random() * 20; self.update = function () { self.x += self.vx; self.y += self.vy; self.vy += 1.2; self.life--; asset.rotation += 0.2; if (self.life <= 0) { self.destroy(); } }; return self; }); // Fail splash for miss var FailSplash = Container.expand(function () { var self = Container.call(this); var asset = self.attachAsset('failSplash', { anchorX: 0.5, anchorY: 0.5 }); asset.alpha = 0.7; self.life = 20; self.update = function () { asset.scaleX += 0.1; asset.scaleY += 0.1; asset.alpha -= 0.03; self.life--; if (self.life <= 0) { self.destroy(); } }; return self; }); // Note: All note types (tap, hold, glide) are handled by the Note class with type property. var Note = Container.expand(function () { var self = Container.call(this); // Properties: type ('tap', 'hold', 'glide'), pitch (0-1), time, duration (for hold/glide), glideTo (for glide) self.type = 'tap'; self.pitch = 0.5; // 0 (bottom) to 1 (top) self.time = 0; // When the note should be hit (in ms) self.duration = 0; // For hold/glide notes (ms) self.glideTo = null; // For glide notes: target pitch (0-1) // HoldBar and curveBars visual assets for notes self.noteAsset = null; self.holdBar = null; self.curveBars = []; // State self.hit = false; // Whether the note has been hit self.missed = false; // Whether the note was missed // For glide: cache start/end pitch self.glideStart = null; self.glideEnd = null; // --- HoldBar/CurveBar style selection --- // Only for hold and glide notes self.holdBarStyle = null; if (self.type === 'hold' || self.type === 'glide') { // Randomly pick a style: 0=flat, 1=diagonal, 2=curvy, 3=zigzag self.holdBarStyle = Math.floor(Math.random() * 4); } // Attach note head asset if (self.type === 'tap') { self.noteAsset = self.attachAsset('noteTap', { anchorX: 0.5, anchorY: 0.5 }); } else if (self.type === 'hold') { self.noteAsset = self.attachAsset('noteHold', { anchorX: 0.5, anchorY: 0.5 }); } else if (self.type === 'glide') { self.noteAsset = self.attachAsset('noteGlide', { anchorX: 0.5, anchorY: 0.5 }); } // Attach holdBar/curveBar for hold and glide notes if (self.type === 'hold' || self.type === 'glide') { // Remove any previous bars if (self.holdBar) { self.removeChild(self.holdBar); self.holdBar = null; } for (var i = 0; i < self.curveBars.length; i++) { self.removeChild(self.curveBars[i]); } self.curveBars = []; // Bar color var barAssetId = 'holdBar'; var barColor = 0x44dd88; var barAlpha = 0.7; // Calculate bar start/end positions var startX = 0, startY = 0, endX = 0, endY = 0; var barLen = 0; var barAngle = 0; var barWidth = 36; var barHeight = 0; // For horizontal movement: bar goes from note head (self.x, self.y) to where the tail will be // The bar is drawn relative to the note head (self), so we use local coordinates // The bar always starts at (0,0) in self's local space // For hold: bar is flat or diagonal/curvy/zigzag, but always from head to tail if (self.type === 'hold') { // End X is how far the note will travel during duration var durationPx = (self.duration || 1200) * 1.2; // noteSpeed endX = -durationPx; // End Y: for diagonal/curvy/zigzag, add some Y offset if (self.holdBarStyle === 0) { // flat endY = 0; } else if (self.holdBarStyle === 1) { // diagonal endY = (Math.random() > 0.5 ? 1 : -1) * 180; } else if (self.holdBarStyle === 2) { // curvy endY = (Math.random() > 0.5 ? 1 : -1) * 120; } else if (self.holdBarStyle === 3) { // zigzag endY = (Math.random() > 0.5 ? 1 : -1) * 160; } barLen = Math.sqrt(endX * endX + endY * endY); barAngle = Math.atan2(endY, endX); // For flat/diagonal: single bar if (self.holdBarStyle === 0 || self.holdBarStyle === 1) { self.holdBar = LK.getAsset(barAssetId, { anchorX: 0, anchorY: 0.5 }); self.holdBar.width = barLen; self.holdBar.height = barWidth; self.holdBar.x = 0; self.holdBar.y = 0; self.holdBar.rotation = barAngle; self.holdBar.alpha = barAlpha; self.holdBar.tint = barColor; self.addChild(self.holdBar); } // For curvy: use 3 bars, each rotated a bit, to fake a curve else if (self.holdBarStyle === 2) { var segs = 3; for (var s = 0; s < segs; s++) { var seg = LK.getAsset(barAssetId, { anchorX: 0, anchorY: 0.5 }); seg.width = barLen / segs; seg.height = barWidth; seg.x = barLen / segs * s * Math.cos(barAngle); seg.y = barLen / segs * s * Math.sin(barAngle) + Math.sin(s * Math.PI / (segs - 1)) * 60; seg.rotation = barAngle + Math.sin(s * Math.PI / (segs - 1)) * 0.35; seg.alpha = barAlpha; seg.tint = barColor; self.addChild(seg); self.curveBars.push(seg); } } // For zigzag: use 4 bars, alternating y else if (self.holdBarStyle === 3) { var segs = 4; for (var s = 0; s < segs; s++) { var seg = LK.getAsset(barAssetId, { anchorX: 0, anchorY: 0.5 }); seg.width = barLen / segs; seg.height = barWidth; seg.x = barLen / segs * s * Math.cos(barAngle); seg.y = barLen / segs * s * Math.sin(barAngle) + (s % 2 === 0 ? 60 : -60); seg.rotation = barAngle; seg.alpha = barAlpha; seg.tint = barColor; self.addChild(seg); self.curveBars.push(seg); } } } // For glide: bar goes from head to tail, but y is based on pitch glide else if (self.type === 'glide') { var durationPx = (self.duration || 1200) * 1.2; endX = -durationPx; // End Y is the difference in pitch mapped to pixels var pitchDelta = (self.glideTo !== null ? self.glideTo : self.pitch) - self.pitch; endY = -pitchDelta * 1800; // pitchBarHeight barLen = Math.sqrt(endX * endX + endY * endY); barAngle = Math.atan2(endY, endX); // For flat/diagonal: single bar if (self.holdBarStyle === 0 || self.holdBarStyle === 1) { self.holdBar = LK.getAsset(barAssetId, { anchorX: 0, anchorY: 0.5 }); self.holdBar.width = barLen; self.holdBar.height = barWidth; self.holdBar.x = 0; self.holdBar.y = 0; self.holdBar.rotation = barAngle; self.holdBar.alpha = barAlpha; self.holdBar.tint = barColor; self.addChild(self.holdBar); } // For curvy: use 3 bars, each rotated a bit, to fake a curve else if (self.holdBarStyle === 2) { var segs = 3; for (var s = 0; s < segs; s++) { var seg = LK.getAsset(barAssetId, { anchorX: 0, anchorY: 0.5 }); seg.width = barLen / segs; seg.height = barWidth; // Interpolate y between start and end, add curve var t = s / (segs - 1); seg.x = barLen / segs * s * Math.cos(barAngle); seg.y = barLen / segs * s * Math.sin(barAngle) + Math.sin(t * Math.PI) * 80; seg.rotation = barAngle + Math.sin(t * Math.PI) * 0.35; seg.alpha = barAlpha; seg.tint = barColor; self.addChild(seg); self.curveBars.push(seg); } } // For zigzag: use 4 bars, alternating y else if (self.holdBarStyle === 3) { var segs = 4; for (var s = 0; s < segs; s++) { var seg = LK.getAsset(barAssetId, { anchorX: 0, anchorY: 0.5 }); seg.width = barLen / segs; seg.height = barWidth; var t = s / (segs - 1); seg.x = barLen / segs * s * Math.cos(barAngle); seg.y = barLen / segs * s * Math.sin(barAngle) + (s % 2 === 0 ? 70 : -70); seg.rotation = barAngle; seg.alpha = barAlpha; seg.tint = barColor; self.addChild(seg); self.curveBars.push(seg); } } } } // Update visuals per frame self.update = function () { // No holdBar or curveBars drawing logic; nothing to draw for hold bar }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222244 }); /**** * Game Code ****/ // --- Constants --- // Trombone Slide Showdown - Asset Initialization // Note: Asset creation is handled automatically by LK based on usage below. // Trombone slide bar (vertical pitch bar) // Note types // Hold bar (for hold notes) // Hit zone // Comedic feedback // Sounds (placeholders, actual sound assets will be loaded by LK) // Music (background track) var gameWidth = 2048; var gameHeight = 2732; // Pitch bar (vertical, left side) var pitchBarHeight = 1800; var pitchBarY = (gameHeight - pitchBarHeight) / 2; var pitchBarX = 120; // Hit zone (where notes should be hit) var hitZoneX = 340; var hitZoneWidth = 140; // Note scroll area var noteStartX = gameWidth + 200; // Offscreen right var noteEndX = hitZoneX; // Hit zone // Note speed (pixels per ms) var noteSpeed = 1.2; // px/ms (tune for difficulty) // --- State --- var notes = []; // All notes in the song var activeNotes = []; // Notes currently on screen var currentTime = 0; // ms since song start var songStarted = false; var songEnded = false; var score = 0; var combo = 0; var maxCombo = 0; var accuracySum = 0; var accuracyCount = 0; // --- Song Selection Menu --- var songList = [{ name: "Showdown (Default)", id: "bgmusic", notes: [ // --- First phrase (0-20s) --- { type: 'tap', time: 1000, pitch: 0.2 }, { type: 'tap', time: 1800, pitch: 0.7 }, { type: 'tap', time: 2600, pitch: 0.5 }, { type: 'hold', time: 3400, pitch: 0.3, duration: 1200 }, { type: 'glide', time: 5000, pitch: 0.8, duration: 1200, glideTo: 0.2 }, { type: 'tap', time: 6700, pitch: 0.6 }, { type: 'tap', time: 7400, pitch: 0.4 }, { type: 'tap', time: 8100, pitch: 0.5 }, { type: 'hold', time: 8800, pitch: 0.7, duration: 1000 }, { type: 'glide', time: 10200, pitch: 0.2, duration: 1000, glideTo: 0.8 }, // --- Second phrase (20-40s) --- { type: 'tap', time: 12000, pitch: 0.3 }, { type: 'tap', time: 12800, pitch: 0.6 }, { type: 'hold', time: 13600, pitch: 0.5, duration: 1200 }, { type: 'glide', time: 15200, pitch: 0.7, duration: 1200, glideTo: 0.4 }, { type: 'tap', time: 17000, pitch: 0.2 }, { type: 'tap', time: 17800, pitch: 0.8 }, { type: 'hold', time: 18600, pitch: 0.6, duration: 1000 }, { type: 'glide', time: 20000, pitch: 0.3, duration: 1000, glideTo: 0.7 }, // --- Third phrase (40-60s) --- { type: 'tap', time: 21800, pitch: 0.5 }, { type: 'tap', time: 22600, pitch: 0.4 }, { type: 'hold', time: 23400, pitch: 0.2, duration: 1200 }, { type: 'glide', time: 25000, pitch: 0.8, duration: 1200, glideTo: 0.1 }, { type: 'tap', time: 26800, pitch: 0.6 }, { type: 'tap', time: 27600, pitch: 0.3 }, { type: 'hold', time: 28400, pitch: 0.7, duration: 1000 }, { type: 'glide', time: 29800, pitch: 0.2, duration: 1000, glideTo: 0.9 }, // --- Fourth phrase (60-80s) --- { type: 'tap', time: 31600, pitch: 0.4 }, { type: 'tap', time: 32400, pitch: 0.8 }, { type: 'hold', time: 33200, pitch: 0.5, duration: 1200 }, { type: 'glide', time: 34800, pitch: 0.6, duration: 1200, glideTo: 0.2 }, { type: 'tap', time: 36600, pitch: 0.7 }, { type: 'tap', time: 37400, pitch: 0.3 }, { type: 'hold', time: 38200, pitch: 0.2, duration: 1000 }, { type: 'glide', time: 39600, pitch: 0.8, duration: 1000, glideTo: 0.5 }, // --- Fifth phrase (80-100s) --- { type: 'tap', time: 41400, pitch: 0.6 }, { type: 'tap', time: 42200, pitch: 0.2 }, { type: 'hold', time: 43000, pitch: 0.7, duration: 1200 }, { type: 'glide', time: 44600, pitch: 0.3, duration: 1200, glideTo: 0.8 }, { type: 'tap', time: 46400, pitch: 0.5 }, { type: 'tap', time: 47200, pitch: 0.4 }, { type: 'hold', time: 48000, pitch: 0.6, duration: 1000 }, { type: 'glide', time: 49400, pitch: 0.2, duration: 1000, glideTo: 0.7 }, // --- Final phrase (100-120s) --- { type: 'tap', time: 51200, pitch: 0.8 }, { type: 'tap', time: 52000, pitch: 0.3 }, { type: 'hold', time: 52800, pitch: 0.5, duration: 1200 }, { type: 'glide', time: 54400, pitch: 0.7, duration: 1200, glideTo: 0.2 }, { type: 'tap', time: 56200, pitch: 0.6 }, { type: 'tap', time: 57000, pitch: 0.4 }, { type: 'hold', time: 57800, pitch: 0.2, duration: 1000 }, { type: 'glide', time: 59200, pitch: 0.8, duration: 1000, glideTo: 0.5 }, // --- Big finish (last 10s) --- { type: 'tap', time: 61000, pitch: 0.5 }, { type: 'tap', time: 61800, pitch: 0.7 }, { type: 'hold', time: 62600, pitch: 0.3, duration: 1200 }, { type: 'glide', time: 64200, pitch: 0.6, duration: 1200, glideTo: 0.1 }, { type: 'tap', time: 66000, pitch: 0.8 }, { type: 'tap', time: 66800, pitch: 0.2 }, { type: 'hold', time: 67600, pitch: 0.4, duration: 1000 }, { type: 'glide', time: 69000, pitch: 0.7, duration: 1000, glideTo: 0.5 }] } // Add more songs here as needed // { name: "Another Song", id: "music2", notes: [...] } ]; var menuContainer = new Container(); game.addChild(menuContainer); var menuBg = LK.getAsset('pitchBarBg', { anchorX: 0.5, anchorY: 0.5 }); menuBg.width = 900; menuBg.height = 900; menuBg.x = gameWidth / 2; menuBg.y = gameHeight / 2; menuBg.alpha = 0.92; menuContainer.addChild(menuBg); var menuTitle = new Text2("Select a Song", { size: 120, fill: 0xFFE066 }); menuTitle.anchor.set(0.5, 0); menuTitle.x = gameWidth / 2; menuTitle.y = gameHeight / 2 - 350; menuContainer.addChild(menuTitle); var menuButtons = []; for (var i = 0; i < songList.length; i++) { (function (idx) { var song = songList[idx]; var btn = new Text2(song.name, { size: 90, fill: "#fff" }); btn.anchor.set(0.5, 0.5); btn.x = gameWidth / 2; btn.y = gameHeight / 2 - 100 + idx * 180; btn.interactive = true; btn.buttonMode = true; btn.songIndex = idx; btn.alpha = 0.92; btn.bg = LK.getAsset('holdBar', { anchorX: 0.5, anchorY: 0.5 }); btn.bg.width = 700; btn.bg.height = 140; btn.bg.x = btn.x; btn.bg.y = btn.y; btn.bg.alpha = 0.35; menuContainer.addChild(btn.bg); menuContainer.addChild(btn); menuButtons.push(btn); btn.down = function (x, y, obj) { selectSong(idx); }; })(i); } function selectSong(idx) { // Set up the selected song selectedSong = songList[idx]; notes = []; for (var n = 0; n < selectedSong.notes.length; n++) { // Deep copy to avoid mutation var noteData = {}; for (var k in selectedSong.notes[n]) noteData[k] = selectedSong.notes[n][k]; notes.push(noteData); } // Remove menu menuContainer.visible = false; menuContainer.interactive = false; menuActive = false; // Start game songStarted = false; songEnded = false; currentTime = 0; score = 0; combo = 0; maxCombo = 0; accuracySum = 0; accuracyCount = 0; // Show UI/gameplay elements pitchBarBg.visible = true; pitchBarActive.visible = true; hitZone.visible = true; scoreTxt.visible = true; comboTxt.visible = true; feedbackTxt.visible = true; } var selectedSong = null; var menuActive = true; // --- UI Elements --- // Pitch bar background var pitchBarBg = LK.getAsset('pitchBarBg', { anchorX: 0.5, anchorY: 0 }); pitchBarBg.x = pitchBarX; pitchBarBg.y = pitchBarY; game.addChild(pitchBarBg); // Pitch bar active marker (shows current player pitch) var pitchBarActive = LK.getAsset('pitchBarActive', { anchorX: 0.5, anchorY: 0.5 }); pitchBarActive.x = pitchBarX; pitchBarActive.y = pitchBarY + pitchBarHeight / 2; game.addChild(pitchBarActive); // Perfect zone indicator (shows the "perfect" pitch window) var perfectZoneBar = LK.getAsset('holdBar', { anchorX: 0.5, anchorY: 0.5 }); perfectZoneBar.width = 80; perfectZoneBar.height = 36; perfectZoneBar.alpha = 0.5; perfectZoneBar.tint = 0xfff700; perfectZoneBar.x = pitchBarX - 60; perfectZoneBar.y = pitchBarActive.y; game.addChild(perfectZoneBar); // Pitch deviation indicator (shows how far off pitch the player is) var pitchDeviationBar = LK.getAsset('holdBar', { anchorX: 0.5, anchorY: 0.5 }); pitchDeviationBar.width = 24; pitchDeviationBar.height = 120; pitchDeviationBar.alpha = 0.7; pitchDeviationBar.tint = 0xff3333; pitchDeviationBar.x = pitchBarX + 60; pitchDeviationBar.y = pitchBarActive.y; game.addChild(pitchDeviationBar); // Avatar reaction (mirrors performance quality) var avatarFace = LK.getAsset('noteTap', { anchorX: 0.5, anchorY: 0.5 }); avatarFace.x = gameWidth - 220; avatarFace.y = gameHeight - 320; avatarFace.scaleX = 2.2; avatarFace.scaleY = 2.2; avatarFace.alpha = 0.92; game.addChild(avatarFace); // Hit zone var hitZone = LK.getAsset('hitZone', { anchorX: 0.5, anchorY: 0.5 }); hitZone.x = hitZoneX; hitZone.y = gameHeight / 2; hitZone.alpha = 0.13; game.addChild(hitZone); // Score text var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Combo text var comboTxt = new Text2('', { size: 80, fill: 0xFFE066 }); comboTxt.anchor.set(0.5, 0); LK.gui.top.addChild(comboTxt); comboTxt.y = 130; // Feedback text (shows "Great!", "Miss!", etc) var feedbackTxt = new Text2('', { size: 120, fill: 0xFF66AA }); feedbackTxt.anchor.set(0.5, 0.5); LK.gui.center.addChild(feedbackTxt); // Hide gameplay UI until song is selected pitchBarBg.visible = false; pitchBarActive.visible = false; hitZone.visible = false; scoreTxt.visible = false; comboTxt.visible = false; feedbackTxt.visible = false; // --- Player Pitch State --- var playerPitch = 0.5; // 0 (bottom) to 1 (top) var isSliding = false; // --- Song Data (set by menu) --- notes = []; // --- Helper Functions --- function clamp(val, min, max) { return val < min ? min : val > max ? max : val; } function lerp(a, b, t) { return a + (b - a) * t; } // Converts pitch (0-1) to y position on pitch bar function pitchToY(pitch) { return pitchBarY + (1 - pitch) * pitchBarHeight; } // Converts y position to pitch (0-1) function yToPitch(y) { var rel = (y - pitchBarY) / pitchBarHeight; return clamp(1 - rel, 0, 1); } // Spawns a note object and adds to game function spawnNote(noteData) { var note = new Note(); note.type = noteData.type; note.pitch = noteData.pitch; note.time = noteData.time; note.duration = noteData.duration || 0; note.glideTo = noteData.glideTo !== undefined ? noteData.glideTo : null; note.hit = false; note.missed = false; note.x = noteStartX; note.y = pitchToY(note.pitch); // For glide: cache start/end pitch if (note.type === 'glide') { note.glideStart = note.pitch; note.glideEnd = note.glideTo; } // All notes are now click-and-hold (handled in game.update logic) // Visuals are handled in Note class (rotated, horizontal bar) activeNotes.push(note); game.addChild(note); } // Shows feedback text and clears after a short time function showFeedback(text, color) { feedbackTxt.setText(text); feedbackTxt.setStyle({ fill: color }); feedbackTxt.alpha = 1; tween(feedbackTxt, { alpha: 0 }, { duration: 700, easing: tween.linear }); } // Spawns confetti at (x, y) function spawnConfetti(x, y) { for (var i = 0; i < 10; i++) { var c = new Confetti(); c.x = x; c.y = y; game.addChild(c); } } // Spawns fail splash at (x, y) function spawnFailSplash(x, y) { var s = new FailSplash(); s.x = x; s.y = y; game.addChild(s); } // --- Input Handling --- // The player can press/hold anywhere on the vertical pitch field to set pitch. // The vertical position of the cursor/finger determines the pitch (0-1). // The player must press/hold as the note enters the hit zone, and track pitch for glides/holds. var pitchFieldActive = false; // True if player is pressing/holding var pitchFieldY = pitchBarY + pitchBarHeight / 2; // Last y position of input game.down = function (x, y, obj) { if (menuActive) return; // Only allow input on the vertical pitch field (left 240px of screen) if (x < pitchBarX - 100 || x > pitchBarX + 100) return; pitchFieldActive = true; isSliding = true; pitchFieldY = y; playerPitch = yToPitch(y); updatePitchBar(); }; game.move = function (x, y, obj) { if (menuActive) return; if (pitchFieldActive) { pitchFieldY = y; playerPitch = yToPitch(y); updatePitchBar(); } }; game.up = function (x, y, obj) { if (menuActive) return; pitchFieldActive = false; isSliding = false; }; // Update pitch bar marker position function updatePitchBar() { pitchBarActive.y = pitchToY(playerPitch); } // --- Game Loop --- game.update = function () { if (menuActive) { // Block game update until song is selected return; } if (!songStarted) { // Start music and timer LK.playMusic(selectedSong ? selectedSong.id : 'bgmusic'); songStarted = true; currentTime = 0; score = 0; combo = 0; maxCombo = 0; accuracySum = 0; accuracyCount = 0; scoreTxt.setText('0'); comboTxt.setText(''); feedbackTxt.setText(''); // Remove any old notes for (var i = activeNotes.length - 1; i >= 0; i--) { activeNotes[i].destroy(); activeNotes.splice(i, 1); } } // Advance time currentTime += 1000 / 60; // 60 FPS // --- Visual pitch deviation indicator and avatar reaction --- var minPitchDiff = 1.0; var bestType = null; var bestPitch = null; for (var i = 0; i < activeNotes.length; i++) { var note = activeNotes[i]; if (!note.hit && !note.missed) { // Only consider notes in the hit zone var inHitZone = Math.abs(note.x - hitZoneX) < hitZoneWidth / 2; if (inHitZone) { var targetPitch = note.pitch; if (note.type === 'glide') { var glideT = clamp((currentTime - note.time) / note.duration, 0, 1); targetPitch = lerp(note.glideStart, note.glideEnd, glideT); } var diff = Math.abs(playerPitch - targetPitch); if (diff < minPitchDiff) { minPitchDiff = diff; bestType = note.type; bestPitch = targetPitch; } } } } // Show deviation bar only if a note is in the hit zone if (minPitchDiff < 1.0) { pitchDeviationBar.visible = true; pitchDeviationBar.y = pitchBarActive.y; // Color: green if close, yellow if moderate, red if far if (minPitchDiff < 0.07) { pitchDeviationBar.tint = 0x44dd88; } else if (minPitchDiff < 0.15) { pitchDeviationBar.tint = 0xffe066; } else { pitchDeviationBar.tint = 0xff3333; } // Height: larger if more off pitchDeviationBar.height = 120 + minPitchDiff * 400; // Perfect zone indicator follows the current note's target pitch if (bestPitch !== null) { perfectZoneBar.visible = true; perfectZoneBar.y = pitchToY(bestPitch); } else { perfectZoneBar.visible = false; } } else { pitchDeviationBar.visible = false; perfectZoneBar.visible = false; } // Avatar reaction: happy if close, worried if off, shocked if very off if (minPitchDiff < 0.07) { avatarFace.tint = 0x44dd88; // happy avatarFace.scaleX = 2.2; avatarFace.scaleY = 2.2; } else if (minPitchDiff < 0.15) { avatarFace.tint = 0xffe066; // worried avatarFace.scaleX = 2.0; avatarFace.scaleY = 2.0; } else if (minPitchDiff < 1.0) { avatarFace.tint = 0xff3333; // shocked avatarFace.scaleX = 2.4; avatarFace.scaleY = 2.4; } else { avatarFace.tint = 0xffffff; avatarFace.scaleX = 2.2; avatarFace.scaleY = 2.2; } // Spawn notes as they come into view for (var i = 0; i < notes.length; i++) { var noteData = notes[i]; if (!noteData.spawned && noteData.time - (noteStartX - hitZoneX) / noteSpeed < currentTime) { spawnNote(noteData); noteData.spawned = true; } } // Update notes for (var i = activeNotes.length - 1; i >= 0; i--) { var note = activeNotes[i]; // Calculate note's current x based on time var noteTime = note.time; var t = noteTime - currentTime; note.x = hitZoneX + t * noteSpeed; // For all notes: y position is fixed to their initial pitch, even for glides (no vertical movement) if (!note.hit && !note.missed) { note.y = pitchToY(note.pitch); } // If hit or missed, do not update y (freeze at last value) // Remove notes that have gone offscreen left if (note.x < -200) { note.destroy(); activeNotes.splice(i, 1); continue; } // Check for hit/miss if (!note.hit && !note.missed) { // Tap note: now must be click-and-hold in hit zone for a short time (like a mini-hold) if (note.type === 'tap') { var tapHoldDuration = 400; // ms, must match Note class var hitWindow = tapHoldDuration; // ms, tap is now a short hold var timeDiff = Math.abs(currentTime - note.time); var inHitZone = Math.abs(note.x - hitZoneX) < hitZoneWidth / 2; var pitchDiff = Math.abs(playerPitch - note.pitch); if (inHitZone && timeDiff < hitWindow) { if (isSliding && pitchDiff < 0.12) { // Good hold (tap is now a short hold) if (!note.holdStarted) { note.holdStarted = true; note.holdScore = 0; note.holdTicks = 0; LK.getSound('slide').play(); } note.holdScore += 1; note.holdTicks += 1; if (note.noteAsset) { note.noteAsset.scaleX = 1.2; note.noteAsset.scaleY = 1.2; } } else if (note.holdStarted) { if (note.noteAsset) { note.noteAsset.scaleX = 1; note.noteAsset.scaleY = 1; } } } // End of tap "hold" (after hitWindow) if (currentTime > note.time + hitWindow && !note.hit) { note.hit = true; var tapAcc = note.holdTicks ? note.holdScore / note.holdTicks : 0; if (tapAcc > 0.7) { // Combo multiplier: +10% per 10 combo, up to 2x var comboMult = 1 + Math.floor(combo / 10) * 0.1; if (comboMult > 2) comboMult = 2; // Perfect zone: if tapAcc > 0.97, +50 bonus var baseScore = 100; if (tapAcc > 0.97) baseScore += 50; score += Math.round(baseScore * comboMult); combo += 1; if (combo > maxCombo) maxCombo = combo; accuracySum += tapAcc; accuracyCount++; scoreTxt.setText(score + ''); comboTxt.setText(combo > 1 ? combo + ' Combo!' : ''); // Feedback text based on accuracy var fbText = ''; var fbColor = "#ffe066"; if (tapAcc > 0.97) { fbText = 'Perfect!'; fbColor = "#fff700"; } else if (tapAcc > 0.90) { fbText = 'Awesome!'; fbColor = "#aaffaa"; } else if (tapAcc > 0.80) { fbText = 'Good!'; fbColor = "#66ccff"; } else { fbText = 'Bad!'; fbColor = "#ffcc66"; } showFeedback(fbText, fbColor); spawnConfetti(note.x, note.y); LK.getSound('hit').play(); } else { combo = 0; comboTxt.setText(''); showFeedback('Miss!', "#ff3333"); spawnFailSplash(note.x, note.y); LK.getSound('miss').play(); } } // Missed if passed hit window and not started if (currentTime > note.time + hitWindow + 200 && !note.hit) { note.missed = true; combo = 0; comboTxt.setText(''); showFeedback('Miss!', "#ff3333"); spawnFailSplash(note.x, note.y); LK.getSound('miss').play(); } } // Hold note: must hold correct pitch during duration (horizontal, click-and-hold) else if (note.type === 'hold') { var holdStart = note.time; var holdEnd = note.time + note.duration; var inHoldZone = currentTime >= holdStart - 180 && currentTime <= holdEnd + 180; var inHitZone = Math.abs(note.x - hitZoneX) < hitZoneWidth / 2; // --- HEAD CATCH LOGIC --- // Only allow hold scoring if the head of the note is caught in the hit zone at the correct time and pitch if (!note.headCaught) { // Check if the head of the note (the first frame it enters the hit zone) is caught var headInZone = Math.abs(note.x - hitZoneX) < hitZoneWidth / 2; var headTimeOk = Math.abs(currentTime - holdStart) < 180; var headPitchOk = Math.abs(playerPitch - note.pitch) < 0.13 && isSliding; if (headInZone && headTimeOk && headPitchOk) { note.headCaught = true; note.holdStarted = true; note.holdScore = 0; note.holdTicks = 0; LK.getSound('slide').play(); note.headCatchTime = currentTime; if (note.noteAsset) { note.noteAsset.scaleX = 1.2; note.noteAsset.scaleY = 1.2; } } } // Only allow hold scoring if head was caught if (note.headCaught && inHoldZone && inHitZone) { if (isSliding && Math.abs(playerPitch - note.pitch) < 0.13) { // Good hold note.holdScore += 1; note.holdTicks += 1; if (note.noteAsset) { note.noteAsset.scaleX = 1.2; note.noteAsset.scaleY = 1.2; } } else { if (note.noteAsset) { note.noteAsset.scaleX = 1; note.noteAsset.scaleY = 1; } } } else if (note.holdStarted) { if (note.noteAsset) { note.noteAsset.scaleX = 1; note.noteAsset.scaleY = 1; } } // End of hold: only if head was caught if (currentTime > holdEnd && !note.hit) { note.hit = true; var holdAcc = note.holdTicks ? note.holdScore / note.holdTicks : 0; if (note.headCaught && holdAcc > 0.7) { score += 180; combo += 1; if (combo > maxCombo) maxCombo = combo; accuracySum += holdAcc; accuracyCount++; scoreTxt.setText(score + ''); comboTxt.setText(combo > 1 ? combo + ' Combo!' : ''); // Feedback text based on accuracy var fbText = ''; var fbColor = "#44dd88"; if (holdAcc > 0.97) { fbText = 'Perfect!'; fbColor = "#fff700"; } else if (holdAcc > 0.90) { fbText = 'Awesome!'; fbColor = "#aaffaa"; } else if (holdAcc > 0.80) { fbText = 'Good!'; fbColor = "#66ccff"; } else { fbText = 'Bad!'; fbColor = "#ffcc66"; } showFeedback(fbText, fbColor); spawnConfetti(note.x, note.y); LK.getSound('tromboneGood').play(); } else { combo = 0; comboTxt.setText(''); showFeedback('Miss!', "#ff3333"); spawnFailSplash(note.x, note.y); LK.getSound('miss').play(); } } // Missed if passed hold window and not started or head not caught if (currentTime > holdEnd + 200 && !note.hit) { note.missed = true; combo = 0; comboTxt.setText(''); showFeedback('Miss!', "#ff3333"); spawnFailSplash(note.x, note.y); LK.getSound('miss').play(); } } // Glide note: must follow pitch from start to end (horizontal, click-and-hold) else if (note.type === 'glide') { var glideStart = note.time; var glideEnd = note.time + note.duration; var inGlideZone = currentTime >= glideStart - 180 && currentTime <= glideEnd + 180; var inHitZone = Math.abs(note.x - hitZoneX) < hitZoneWidth / 2; if (inGlideZone && inHitZone) { var glideT = clamp((currentTime - glideStart) / note.duration, 0, 1); var targetPitch = lerp(note.glideStart, note.glideEnd, glideT); var pitchDiff = Math.abs(playerPitch - targetPitch); if (isSliding && pitchDiff < 0.15) { // Good glide if (!note.glideStarted) { note.glideStarted = true; note.glideScore = 0; note.glideTicks = 0; LK.getSound('slide').play(); } note.glideScore += 1; note.glideTicks += 1; if (note.noteAsset) { note.noteAsset.scaleX = 1.2; note.noteAsset.scaleY = 1.2; } } else if (note.glideStarted) { if (note.noteAsset) { note.noteAsset.scaleX = 1; note.noteAsset.scaleY = 1; } } } // End of glide if (currentTime > glideEnd && !note.hit) { note.hit = true; var glideAcc = note.glideTicks ? note.glideScore / note.glideTicks : 0; if (glideAcc > 0.7) { score += 200; combo += 1; if (combo > maxCombo) maxCombo = combo; accuracySum += glideAcc; accuracyCount++; scoreTxt.setText(score + ''); comboTxt.setText(combo > 1 ? combo + ' Combo!' : ''); // Feedback text based on accuracy var fbText = ''; var fbColor = "#ff66aa"; if (glideAcc > 0.97) { fbText = 'Perfect!'; fbColor = "#fff700"; } else if (glideAcc > 0.90) { fbText = 'Awesome!'; fbColor = "#aaffaa"; } else if (glideAcc > 0.80) { fbText = 'Good!'; fbColor = "#66ccff"; } else { fbText = 'Bad!'; fbColor = "#ffcc66"; } showFeedback(fbText, fbColor); spawnConfetti(note.x, note.y); LK.getSound('tromboneGood').play(); } else { combo = 0; comboTxt.setText(''); showFeedback('Miss!', "#ff3333"); spawnFailSplash(note.x, note.y); LK.getSound('miss').play(); } } // Missed if passed glide window and not started if (currentTime > glideEnd + 200 && !note.hit) { note.missed = true; combo = 0; comboTxt.setText(''); showFeedback('Miss!', "#ff3333"); spawnFailSplash(note.x, note.y); LK.getSound('miss').play(); } } } } // Remove hit/missed notes after a delay for (var i = activeNotes.length - 1; i >= 0; i--) { var note = activeNotes[i]; if ((note.hit || note.missed) && currentTime - note.time > 800) { note.destroy(); activeNotes.splice(i, 1); } } // End of song if (!songEnded && currentTime > notes[notes.length - 1].time + 3000) { songEnded = true; // Calculate accuracy and rank var acc = accuracyCount ? Math.round(accuracySum / accuracyCount * 100) : 0; var rank = "D"; if (acc >= 98 && score > 1200) { rank = "S"; } else if (acc >= 90 && score > 1000) { rank = "A"; } else if (acc >= 80 && score > 800) { rank = "B"; } else if (acc >= 60 && score > 500) { rank = "C"; } // Hide gameplay UI pitchBarBg.visible = false; pitchBarActive.visible = false; hitZone.visible = false; scoreTxt.visible = false; comboTxt.visible = false; feedbackTxt.visible = false; // Show result overlay if (typeof resultOverlay !== "undefined" && resultOverlay) { resultOverlay.destroy(); } var resultOverlay = new Container(); game.addChild(resultOverlay); // Dim background var overlayBg = LK.getAsset('pitchBarBg', { anchorX: 0.5, anchorY: 0.5 }); overlayBg.width = 1100; overlayBg.height = 1200; overlayBg.x = gameWidth / 2; overlayBg.y = gameHeight / 2; overlayBg.alpha = 0.96; resultOverlay.addChild(overlayBg); // Title var resultTitle = new Text2("Episode Complete!", { size: 120, fill: 0xFFE066 }); resultTitle.anchor.set(0.5, 0); resultTitle.x = gameWidth / 2; resultTitle.y = gameHeight / 2 - 480; resultOverlay.addChild(resultTitle); // Rank var rankText = new Text2("Rank: " + rank, { size: 200, fill: rank === "S" ? "#ffd700" : rank === "A" ? "#aaffaa" : rank === "B" ? "#66ccff" : rank === "C" ? "#ffcc66" : "#ff6666" }); rankText.anchor.set(0.5, 0); rankText.x = gameWidth / 2; rankText.y = gameHeight / 2 - 260; resultOverlay.addChild(rankText); // Score, Combo, Accuracy var resultStats = new Text2("Score: " + score + "\nMax Combo: " + maxCombo + "\nAccuracy: " + acc + "%", { size: 90, fill: "#fff" }); resultStats.anchor.set(0.5, 0); resultStats.x = gameWidth / 2; resultStats.y = gameHeight / 2 - 10; resultOverlay.addChild(resultStats); // Menu button var menuBtnBg = LK.getAsset('holdBar', { anchorX: 0.5, anchorY: 0.5 }); menuBtnBg.width = 500; menuBtnBg.height = 120; menuBtnBg.x = gameWidth / 2; menuBtnBg.y = gameHeight / 2 + 350; menuBtnBg.alpha = 0.4; resultOverlay.addChild(menuBtnBg); var menuBtn = new Text2("Back to Menu", { size: 90, fill: 0xFFE066 }); menuBtn.anchor.set(0.5, 0.5); menuBtn.x = gameWidth / 2; menuBtn.y = gameHeight / 2 + 350; menuBtn.interactive = true; menuBtn.buttonMode = true; resultOverlay.addChild(menuBtn); menuBtn.down = function (x, y, obj) { // Remove overlay, show menu, reset state resultOverlay.destroy(); menuContainer.visible = true; menuContainer.interactive = true; menuActive = true; // Hide gameplay UI pitchBarBg.visible = false; pitchBarActive.visible = false; hitZone.visible = false; scoreTxt.visible = false; comboTxt.visible = false; feedbackTxt.visible = false; // Remove all notes for (var i = activeNotes.length - 1; i >= 0; i--) { activeNotes[i].destroy(); activeNotes.splice(i, 1); } // Reset song state songStarted = false; songEnded = false; currentTime = 0; score = 0; combo = 0; maxCombo = 0; accuracySum = 0; accuracyCount = 0; }; // Block further game update until menu is shown again return; } }; // --- Start music --- // Now handled in game.update after song selection
===================================================================
--- original.js
+++ change.js
@@ -56,17 +56,211 @@
self.pitch = 0.5; // 0 (bottom) to 1 (top)
self.time = 0; // When the note should be hit (in ms)
self.duration = 0; // For hold/glide notes (ms)
self.glideTo = null; // For glide notes: target pitch (0-1)
- // No holdBar or curveBars visual assets for notes; only the note head will be visible
+ // HoldBar and curveBars visual assets for notes
self.noteAsset = null;
+ self.holdBar = null;
self.curveBars = [];
// State
self.hit = false; // Whether the note has been hit
self.missed = false; // Whether the note was missed
// For glide: cache start/end pitch
self.glideStart = null;
self.glideEnd = null;
+ // --- HoldBar/CurveBar style selection ---
+ // Only for hold and glide notes
+ self.holdBarStyle = null;
+ if (self.type === 'hold' || self.type === 'glide') {
+ // Randomly pick a style: 0=flat, 1=diagonal, 2=curvy, 3=zigzag
+ self.holdBarStyle = Math.floor(Math.random() * 4);
+ }
+ // Attach note head asset
+ if (self.type === 'tap') {
+ self.noteAsset = self.attachAsset('noteTap', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else if (self.type === 'hold') {
+ self.noteAsset = self.attachAsset('noteHold', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else if (self.type === 'glide') {
+ self.noteAsset = self.attachAsset('noteGlide', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
+ // Attach holdBar/curveBar for hold and glide notes
+ if (self.type === 'hold' || self.type === 'glide') {
+ // Remove any previous bars
+ if (self.holdBar) {
+ self.removeChild(self.holdBar);
+ self.holdBar = null;
+ }
+ for (var i = 0; i < self.curveBars.length; i++) {
+ self.removeChild(self.curveBars[i]);
+ }
+ self.curveBars = [];
+ // Bar color
+ var barAssetId = 'holdBar';
+ var barColor = 0x44dd88;
+ var barAlpha = 0.7;
+ // Calculate bar start/end positions
+ var startX = 0,
+ startY = 0,
+ endX = 0,
+ endY = 0;
+ var barLen = 0;
+ var barAngle = 0;
+ var barWidth = 36;
+ var barHeight = 0;
+ // For horizontal movement: bar goes from note head (self.x, self.y) to where the tail will be
+ // The bar is drawn relative to the note head (self), so we use local coordinates
+ // The bar always starts at (0,0) in self's local space
+ // For hold: bar is flat or diagonal/curvy/zigzag, but always from head to tail
+ if (self.type === 'hold') {
+ // End X is how far the note will travel during duration
+ var durationPx = (self.duration || 1200) * 1.2; // noteSpeed
+ endX = -durationPx;
+ // End Y: for diagonal/curvy/zigzag, add some Y offset
+ if (self.holdBarStyle === 0) {
+ // flat
+ endY = 0;
+ } else if (self.holdBarStyle === 1) {
+ // diagonal
+ endY = (Math.random() > 0.5 ? 1 : -1) * 180;
+ } else if (self.holdBarStyle === 2) {
+ // curvy
+ endY = (Math.random() > 0.5 ? 1 : -1) * 120;
+ } else if (self.holdBarStyle === 3) {
+ // zigzag
+ endY = (Math.random() > 0.5 ? 1 : -1) * 160;
+ }
+ barLen = Math.sqrt(endX * endX + endY * endY);
+ barAngle = Math.atan2(endY, endX);
+ // For flat/diagonal: single bar
+ if (self.holdBarStyle === 0 || self.holdBarStyle === 1) {
+ self.holdBar = LK.getAsset(barAssetId, {
+ anchorX: 0,
+ anchorY: 0.5
+ });
+ self.holdBar.width = barLen;
+ self.holdBar.height = barWidth;
+ self.holdBar.x = 0;
+ self.holdBar.y = 0;
+ self.holdBar.rotation = barAngle;
+ self.holdBar.alpha = barAlpha;
+ self.holdBar.tint = barColor;
+ self.addChild(self.holdBar);
+ }
+ // For curvy: use 3 bars, each rotated a bit, to fake a curve
+ else if (self.holdBarStyle === 2) {
+ var segs = 3;
+ for (var s = 0; s < segs; s++) {
+ var seg = LK.getAsset(barAssetId, {
+ anchorX: 0,
+ anchorY: 0.5
+ });
+ seg.width = barLen / segs;
+ seg.height = barWidth;
+ seg.x = barLen / segs * s * Math.cos(barAngle);
+ seg.y = barLen / segs * s * Math.sin(barAngle) + Math.sin(s * Math.PI / (segs - 1)) * 60;
+ seg.rotation = barAngle + Math.sin(s * Math.PI / (segs - 1)) * 0.35;
+ seg.alpha = barAlpha;
+ seg.tint = barColor;
+ self.addChild(seg);
+ self.curveBars.push(seg);
+ }
+ }
+ // For zigzag: use 4 bars, alternating y
+ else if (self.holdBarStyle === 3) {
+ var segs = 4;
+ for (var s = 0; s < segs; s++) {
+ var seg = LK.getAsset(barAssetId, {
+ anchorX: 0,
+ anchorY: 0.5
+ });
+ seg.width = barLen / segs;
+ seg.height = barWidth;
+ seg.x = barLen / segs * s * Math.cos(barAngle);
+ seg.y = barLen / segs * s * Math.sin(barAngle) + (s % 2 === 0 ? 60 : -60);
+ seg.rotation = barAngle;
+ seg.alpha = barAlpha;
+ seg.tint = barColor;
+ self.addChild(seg);
+ self.curveBars.push(seg);
+ }
+ }
+ }
+ // For glide: bar goes from head to tail, but y is based on pitch glide
+ else if (self.type === 'glide') {
+ var durationPx = (self.duration || 1200) * 1.2;
+ endX = -durationPx;
+ // End Y is the difference in pitch mapped to pixels
+ var pitchDelta = (self.glideTo !== null ? self.glideTo : self.pitch) - self.pitch;
+ endY = -pitchDelta * 1800; // pitchBarHeight
+ barLen = Math.sqrt(endX * endX + endY * endY);
+ barAngle = Math.atan2(endY, endX);
+ // For flat/diagonal: single bar
+ if (self.holdBarStyle === 0 || self.holdBarStyle === 1) {
+ self.holdBar = LK.getAsset(barAssetId, {
+ anchorX: 0,
+ anchorY: 0.5
+ });
+ self.holdBar.width = barLen;
+ self.holdBar.height = barWidth;
+ self.holdBar.x = 0;
+ self.holdBar.y = 0;
+ self.holdBar.rotation = barAngle;
+ self.holdBar.alpha = barAlpha;
+ self.holdBar.tint = barColor;
+ self.addChild(self.holdBar);
+ }
+ // For curvy: use 3 bars, each rotated a bit, to fake a curve
+ else if (self.holdBarStyle === 2) {
+ var segs = 3;
+ for (var s = 0; s < segs; s++) {
+ var seg = LK.getAsset(barAssetId, {
+ anchorX: 0,
+ anchorY: 0.5
+ });
+ seg.width = barLen / segs;
+ seg.height = barWidth;
+ // Interpolate y between start and end, add curve
+ var t = s / (segs - 1);
+ seg.x = barLen / segs * s * Math.cos(barAngle);
+ seg.y = barLen / segs * s * Math.sin(barAngle) + Math.sin(t * Math.PI) * 80;
+ seg.rotation = barAngle + Math.sin(t * Math.PI) * 0.35;
+ seg.alpha = barAlpha;
+ seg.tint = barColor;
+ self.addChild(seg);
+ self.curveBars.push(seg);
+ }
+ }
+ // For zigzag: use 4 bars, alternating y
+ else if (self.holdBarStyle === 3) {
+ var segs = 4;
+ for (var s = 0; s < segs; s++) {
+ var seg = LK.getAsset(barAssetId, {
+ anchorX: 0,
+ anchorY: 0.5
+ });
+ seg.width = barLen / segs;
+ seg.height = barWidth;
+ var t = s / (segs - 1);
+ seg.x = barLen / segs * s * Math.cos(barAngle);
+ seg.y = barLen / segs * s * Math.sin(barAngle) + (s % 2 === 0 ? 70 : -70);
+ seg.rotation = barAngle;
+ seg.alpha = barAlpha;
+ seg.tint = barColor;
+ self.addChild(seg);
+ self.curveBars.push(seg);
+ }
+ }
+ }
+ }
// Update visuals per frame
self.update = function () {
// No holdBar or curveBars drawing logic; nothing to draw for hold bar
};
make a circle red. In-Game asset. 2d. High contrast. No shadows
give me black circle. In-Game asset. 2d. High contrast. No shadows
make a episode complete background for trambone game but without any text.. In-Game asset. 2d. High contrast. No shadows
make a backgroud shaped pear but dont do pear. In-Game asset. 2d. High contrast. No shadows
make a fully white eye like a just oval but without pupil. In-Game asset. 2d. High contrast. No shadows
nose. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
make a just face witout eyes and eyebrows and hairs and nose and mouth. In-Game asset. 2d. High contrast. No shadows
make a straight closed mouth. In-Game asset. 2d. High contrast. No shadows
make a laughed mouth. In-Game asset. 2d. High contrast. No shadows
make a red curtain but just curtain like real 3d. In-Game asset. High contrast. shadow
make a selection menu background but without any text.. In-Game asset. 2d. High contrast. No shadows
make a background like trambone champ game. In-Game asset. 2d. High contrast. No shadows
make a 2d trambone image. In-Game asset. 2d. High contrast