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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) // Visuals: Remove the long bar for all notes, only use the note head and curveBars for visual // Create a tiny invisible asset to keep .noteAsset for hit/miss feedback, but don't show a long bar var noteAsset = self.attachAsset('holdBar', { anchorX: 0.5, anchorY: 0.5 }); noteAsset.width = 1; noteAsset.height = 1; noteAsset.alpha = 0; // Hide the main bar, only use for scaling feedback self.noteAsset = noteAsset; // Add a note head (noteTap) at the start of every note for good catch feedback var noteHead = self.attachAsset('noteTap', { anchorX: 0.5, anchorY: 0.5 }); noteHead.width = 80; noteHead.height = 80; noteHead.x = -noteAsset.width / 2; // Start at the left end of the bar noteHead.y = 0; self.noteHead = noteHead; // Curvy bar for duration: approximate with a sequence of small rectangles to simulate a curve self.curveBars = []; var curveBarCount = 18; // More = smoother for (var i = 0; i < curveBarCount; i++) { var seg = self.attachAsset('holdBar', { anchorX: 0.5, anchorY: 0.5 }); seg.width = 18; seg.height = 24; seg.alpha = 0.7; if (self.type === 'tap') { seg.tint = 0x66ccff; } else if (self.type === 'hold') { seg.tint = 0x44dd88; } else if (self.type === 'glide') { seg.tint = 0xff66aa; } else { seg.tint = 0xffffff; } self.curveBars.push(seg); } // 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; // Update visuals per frame self.update = function () { // All notes are now click-and-hold for a variable duration (not just tap) // The bar is always horizontal and its length reflects the duration // For tap: treat as a short hold, so bar length is based on tapHoldDuration var tapHoldDuration = 400; // ms, how long you must hold for a tap note (difficulty can adjust this) var barLen = 0; var startPitch = self.pitch; var endPitch = self.pitch; if (self.type === 'tap') { barLen = Math.max(80, tapHoldDuration * noteSpeed); self.duration = tapHoldDuration; } else if (self.type === 'hold') { barLen = Math.max(80, (self.duration || 1) * noteSpeed); } else if (self.type === 'glide') { barLen = Math.max(80, (self.duration || 1) * noteSpeed); startPitch = self.glideStart !== null ? self.glideStart : self.pitch; endPitch = self.glideEnd !== null ? self.glideEnd : self.pitch; } // The main bar is hidden, so only show the note head and curveBars as small segments self.noteAsset.x = 0; self.noteAsset.y = 0; // Place the note head at the start of the bar if (self.noteHead) { self.noteHead.x = -barLen / 2; self.noteHead.y = 0; } // Only show curveBars for hold and glide notes, hide for tap for (var i = 0; i < self.curveBars.length; i++) { var seg = self.curveBars[i]; var t = i / (self.curveBars.length - 1); var x = t * barLen; var y = 0; var show = false; if (self.type === 'tap') { // Hide curveBars for tap notes seg.visible = false; continue; } else if (self.type === 'hold') { // For hold notes, sometimes diagonal, sometimes curvy if (!self._holdStyle) { if (self.duration > 1100) { self._holdStyle = 2; // curvy for long holds } else { self._holdStyle = Math.floor(self.pitch * 10) % 2 + 1; // alternate diagonal/curvy } } if (self._holdStyle === 1) { // Diagonal: y increases/decreases linearly with t var diagAmount = 60; y = (self.pitch < 0.5 ? 1 : -1) * t * diagAmount; } else if (self._holdStyle === 2) { // Curvy: sine wave, but more pronounced y = Math.sin(t * Math.PI * 1.5) * 32; } else { y = 0; } show = true; } else if (self.type === 'glide') { // Interpolate pitch for glide var pitch = lerp(startPitch, endPitch, t); var y0 = pitchToY(startPitch); var y1 = pitchToY(endPitch); y = lerp(y0, y1, t) - pitchToY(self.pitch); show = true; } // Only show every other segment for a "dotted" look, or randomize for zigzag if (show) { if (self.type === 'hold' && self._holdStyle === 2) { // For curvy, show every other segment for a dotted curve seg.visible = i % 2 === 0; } else if (self.type === 'hold' && self._holdStyle === 1) { // For diagonal, show every segment for a dashed line seg.visible = i % 2 === 0; } else if (self.type === 'glide') { // For glide, show every other segment for a dotted line seg.visible = i % 2 === 0; } else { seg.visible = false; } } else { seg.visible = false; } seg.x = x - barLen / 2 + 60; seg.y = y; seg.rotation = 0; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222244 }); /**** * Game Code ****/ // Music (background track) // Sounds (placeholders, actual sound assets will be loaded by LK) // Comedic feedback // Hit zone // Hold bar (for hold notes) // Note types // Trombone slide bar (vertical pitch bar) // Note: Asset creation is handled automatically by LK based on usage below. // Trombone Slide Showdown - Asset Initialization // --- Constants --- 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; // Allow input anywhere on the screen to control pitch 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; note.noteAsset.scaleX = 1.2; note.noteAsset.scaleY = 1.2; } else if (note.holdStarted) { 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; 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; note.noteAsset.scaleX = 1.2; note.noteAsset.scaleY = 1.2; } else { note.noteAsset.scaleX = 1; note.noteAsset.scaleY = 1; } } else if (note.holdStarted) { 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; note.noteAsset.scaleX = 1.2; note.noteAsset.scaleY = 1.2; } else if (note.glideStarted) { 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
@@ -56,25 +56,17 @@
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)
- // Visuals: Use a horizontal rectangle for the note bar
+ // Visuals: Remove the long bar for all notes, only use the note head and curveBars for visual
+ // Create a tiny invisible asset to keep .noteAsset for hit/miss feedback, but don't show a long bar
var noteAsset = self.attachAsset('holdBar', {
anchorX: 0.5,
anchorY: 0.5
});
- noteAsset.width = 120;
- noteAsset.height = 48;
- noteAsset.rotation = 0;
- if (self.type === 'tap') {
- noteAsset.tint = 0x66ccff;
- } else if (self.type === 'hold') {
- noteAsset.tint = 0x44dd88;
- } else if (self.type === 'glide') {
- noteAsset.tint = 0xff66aa;
- } else {
- noteAsset.tint = 0xffffff;
- }
+ noteAsset.width = 1;
+ noteAsset.height = 1;
+ noteAsset.alpha = 0; // Hide the main bar, only use for scaling feedback
self.noteAsset = noteAsset;
// Add a note head (noteTap) at the start of every note for good catch feedback
var noteHead = self.attachAsset('noteTap', {
anchorX: 0.5,
@@ -131,64 +123,73 @@
barLen = Math.max(80, (self.duration || 1) * noteSpeed);
startPitch = self.glideStart !== null ? self.glideStart : self.pitch;
endPitch = self.glideEnd !== null ? self.glideEnd : self.pitch;
}
- // Make the holdBar (the note bar) always span the full note duration for all note types
- // This means the bar is always visible for the entire note, not just the head
- self.noteAsset.width = barLen;
- self.noteAsset.height = 48;
- // Place the note head at the start of the bar
+ // The main bar is hidden, so only show the note head and curveBars as small segments
self.noteAsset.x = 0;
self.noteAsset.y = 0;
- // Place the note head at the left end of the bar
+ // Place the note head at the start of the bar
if (self.noteHead) {
self.noteHead.x = -barLen / 2;
self.noteHead.y = 0;
}
- // Draw the curvy/diagonal bar: for tap, a gentle sine curve; for hold, sometimes diagonal or curvy; for glide, interpolate pitch
+ // Only show curveBars for hold and glide notes, hide for tap
for (var i = 0; i < self.curveBars.length; i++) {
var seg = self.curveBars[i];
var t = i / (self.curveBars.length - 1);
var x = t * barLen;
var y = 0;
+ var show = false;
if (self.type === 'tap') {
- // Gentle sine wave for tap
- y = Math.sin(t * Math.PI) * 18;
+ // Hide curveBars for tap notes
+ seg.visible = false;
+ continue;
} else if (self.type === 'hold') {
// For hold notes, sometimes diagonal, sometimes curvy
- // Use noteData to determine style, fallback to random if not present
- // We'll alternate between flat, diagonal, and curvy for variety
- // If duration is long, make it curvy, else sometimes diagonal
if (!self._holdStyle) {
- // Pick a style for this hold note: 0=flat, 1=diagonal, 2=curvy
if (self.duration > 1100) {
self._holdStyle = 2; // curvy for long holds
} else {
self._holdStyle = Math.floor(self.pitch * 10) % 2 + 1; // alternate diagonal/curvy
}
}
if (self._holdStyle === 1) {
// Diagonal: y increases/decreases linearly with t
- // If pitch < 0.5, diagonal up; else, diagonal down
var diagAmount = 60;
y = (self.pitch < 0.5 ? 1 : -1) * t * diagAmount;
} else if (self._holdStyle === 2) {
// Curvy: sine wave, but more pronounced
y = Math.sin(t * Math.PI * 1.5) * 32;
} else {
- // Flat
y = 0;
}
+ show = true;
} else if (self.type === 'glide') {
// Interpolate pitch for glide
var pitch = lerp(startPitch, endPitch, t);
- // Map pitch to y offset relative to the note's base y
var y0 = pitchToY(startPitch);
var y1 = pitchToY(endPitch);
- // The bar should visually curve from startPitch to endPitch
y = lerp(y0, y1, t) - pitchToY(self.pitch);
+ show = true;
}
- seg.x = x - barLen / 2 + 60; // Center bar, offset so note head is at left
+ // Only show every other segment for a "dotted" look, or randomize for zigzag
+ if (show) {
+ if (self.type === 'hold' && self._holdStyle === 2) {
+ // For curvy, show every other segment for a dotted curve
+ seg.visible = i % 2 === 0;
+ } else if (self.type === 'hold' && self._holdStyle === 1) {
+ // For diagonal, show every segment for a dashed line
+ seg.visible = i % 2 === 0;
+ } else if (self.type === 'glide') {
+ // For glide, show every other segment for a dotted line
+ seg.visible = i % 2 === 0;
+ } else {
+ seg.visible = false;
+ }
+ } else {
+ seg.visible = false;
+ }
+ seg.x = x - barLen / 2 + 60;
seg.y = y;
seg.rotation = 0;
}
};
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