User prompt
just rename it note1, note2 note3 go like that for all
User prompt
just give a name line note 1 then make it note2 go like that for all notes to i can see them
User prompt
firstly in showdown music dont spawn the notes randomly like u if u wanna listen a song its always same song and give it the name all of the notes the i can see them which is which, write in a game
User prompt
firstly in showdown music dont spawn the notes randomly and give it the name all of the notes the i can see them which is which
User prompt
some notes spawning in middle of the screen and make sure between 2 notes i mean ahead of notes is notetap asset and end of the note is holdbar they have minimum distance has to be like 15 in x axiss
User prompt
some notes spawning in middle of the screen and make sure between 2 notes minimum distance has to be like 15 in x axiss
User prompt
in showdown song the it has to be like 1 minute song so u have to rebuild notes time for it
User prompt
in slide have to catch just one hold bar like trambone champ game fix it im seeing 2 holdbar in same time for catching dont do it fix it
User prompt
in slide have to catch just one hold bar like trambone champ game fix it im seeing 2 holdbar in same time for catching dont do it fix it
User prompt
i cannot see any tyep of notes fix it it should be in the game like trambone champ notes
User prompt
some notes spawnin in middle in screen remove it in game
User prompt
remake for all notes they have to be randomly zigzag or curvy or flat or more horizontal diagonal or random and it could start in up to finih to down or start to down finish to up make it randomly like a trambone champ game notes
User prompt
Spawn notes even further offscreen right by increasing noteStartX to gameWidth + 1000 i said that but some notetap with holdbar spawning in middle of the screen fix it for all same that what i did send to u
User prompt
dSpawn notes even further offscreen right by increasing noteStartX to gameWidth + 1000
User prompt
sometimes im holding a click and the slide sound is not playing fix it
User prompt
just replay the slide sound when slide still in same coordinate in y axiss
User prompt
Replay slide sound every 1 second while holding in the same region u said that but it isnt fix it
User prompt
replay the slide sound after 1 seconds later for every region
User prompt
rewrite the code in for slide sound can replay for like trambone champ game
User prompt
but that slide sound can got end fix the code
User prompt
just play that sound once per region do it
User prompt
but when im in same region the slide sound replaying and its not fun fix it
User prompt
Play slide0-slide9 sound only once per region, do not replay if still in same region just add a if condition for all slide region if i have clicked a button replay the slide sound whereever it is add this condition to code
User prompt
Play slide0-slide9 sound only once per region, do not replay if still in same region just add a if condition for all slide region if i have clicked a button replay the slide sound whereever it is
User prompt
i can see the slide0 to slide9 part and give a sound just once wherever it is example if it is in slide0 part just play slide0 sound and dont replay if i moved in same region
/**** * 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 }); // Showdown: make note head larger and more distinct for musical section noteHead.width = 100; noteHead.height = 100; 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 = 22; // More = smoother, more musical for (var i = 0; i < curveBarCount; i++) { var seg = self.attachAsset('holdBar', { anchorX: 0.5, anchorY: 0.5 }); // Showdown: make curve bars more musical and visually clear seg.width = 22; seg.height = 30; seg.alpha = 0.8; 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') { // Use holdShape and holdShapeParams for custom shapes (curvy, zigzag, diagonal, flat) var shape = self.holdShape || (self.holdShapeParams ? 'custom' : null); var params = self.holdShapeParams || {}; if (shape === 'zigzag') { // Zigzag: alternate up/down with frequency and amplitude var amp = typeof params.amplitude === "number" ? params.amplitude : 0.12; var freq = typeof params.frequency === "number" ? params.frequency : 3; var phase = typeof params.phase === "number" ? params.phase : 0; // Zigzag in pitch space, then convert to y var pitchOffset = Math.sin(t * Math.PI * freq + phase) * amp; y = pitchToY(self.pitch + pitchOffset) - pitchToY(self.pitch); } else if (shape === 'curvy') { // Curvy: smooth sine wave var amp = typeof params.amplitude === "number" ? params.amplitude : 0.13; var freq = typeof params.frequency === "number" ? params.frequency : 2.2; var phase = typeof params.phase === "number" ? params.phase : 0; var pitchOffset = Math.sin(t * Math.PI * freq + phase) * amp; y = pitchToY(self.pitch + pitchOffset) - pitchToY(self.pitch); } else if (shape === 'diagonal') { // Diagonal: linear pitch change var slope = typeof params.slope === "number" ? params.slope : 0.1; var pitchOffset = t * slope; y = pitchToY(self.pitch + pitchOffset) - pitchToY(self.pitch); } else if (shape === 'custom') { // fallback: flat y = 0; } else { // fallback: flat 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.holdShape === 'curvy') { // For curvy, show every other segment for a dotted curve seg.visible = i % 2 === 0; } else if (self.type === 'hold' && self.holdShape === 'zigzag') { // For zigzag, show all segments for a solid zigzag seg.visible = true; } else if (self.type === 'hold' && self.holdShape === 'diagonal') { // For diagonal, show every segment for a dashed line seg.visible = i % 2 === 0; } else if (self.type === 'hold') { // For flat/custom, show all segments seg.visible = true; } 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 ****/ // Trombone pitch sound assets for different pitch levels // --- 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) // 10 different slide up and 10 different slide down assets // 10 slide down sounds, evenly split across the sample // 10 slide up sounds, evenly split across the sample function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function _defineProperty(e, r, t) { return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, { value: t, enumerable: !0, configurable: !0, writable: !0 }) : e[r] = t, e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } 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 + 1000; // Offscreen right (even further than before) 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 --- // Rebuild hold note data to generate zigzag, curvy, diagonal, flat, and random horizontal hold bars function randomHoldShape(pitch, duration, idx) { // Avoid too vertical, favor horizontal/curvy/zigzag/diagonal/flat var shapes = ['zigzag', 'curvy', 'diagonal', 'flat']; // Weighted: more horizontal/curvy/zigzag var weights = [2, 2, 1, 1]; var total = 0; for (var i = 0; i < weights.length; i++) total += weights[i]; var r = Math.random() * total; var acc = 0; var shape = 'curvy'; for (var i = 0; i < shapes.length; i++) { acc += weights[i]; if (r < acc) { shape = shapes[i]; break; } } // Parameters for each shape if (shape === 'zigzag') { return { holdShape: 'zigzag', holdShapeParams: { amplitude: 0.09 + Math.random() * 0.07, // 0.09-0.16 frequency: 2 + Math.random() * 2.5, // 2-4.5 phase: Math.random() * Math.PI * 2 } }; } else if (shape === 'curvy') { return { holdShape: 'curvy', holdShapeParams: { amplitude: 0.08 + Math.random() * 0.08, // 0.08-0.16 frequency: 1.2 + Math.random() * 1.8, // 1.2-3 phase: Math.random() * Math.PI * 2 } }; } else if (shape === 'diagonal') { // Slope: -0.18 to 0.18, but not too steep var slope = (Math.random() - 0.5) * 0.28; if (Math.abs(slope) < 0.08) slope = slope < 0 ? -0.12 : 0.12; return { holdShape: 'diagonal', holdShapeParams: { slope: slope } }; } else if (shape === 'flat') { return { holdShape: 'diagonal', holdShapeParams: { slope: 0 } }; } // fallback return { holdShape: 'curvy', holdShapeParams: { amplitude: 0.1, frequency: 2, phase: 0 } }; } // Build a new songList with only hold and glide notes, each hold note gets a random zigzag, curvy, flat, or diagonal shape var songList = [{ name: "Showdown (Default)", id: "bgmusic", notes: function () { // --- Note spacing: short, normal, long --- // Short: 800ms, Normal: 1600ms, Long: 2400ms var spacingTypes = [800, // short 1200, // short/normal 1600, // normal 2000, // normal/long 2400 // long ]; // Helper to pick a random spacing function randomSpacing() { var idx = Math.floor(Math.random() * spacingTypes.length); return spacingTypes[idx]; } // --- Showdown music section: more musical, more variety, more notes, more shapes --- var baseNotes = []; var t = 3400; // Section 1: Alternating short/normal/long, up and down for (var i = 0; i < 8; i++) { var spacing = i % 3 === 0 ? 800 : i % 3 === 1 ? 1600 : 2400; baseNotes.push({ type: i % 2 === 0 ? 'hold' : 'glide', time: t, pitch: i % 2 === 0 ? 0.3 + 0.1 * i : 0.8 - 0.1 * i, duration: i % 2 === 0 ? 1000 + 200 * (i % 3) : 1200 + 200 * (i % 2), glideTo: i % 2 === 1 ? i % 4 === 1 ? 0.2 + 0.1 * i : 0.8 - 0.1 * i : undefined }); t += spacing; } // Section 2: Quick short bursts for (var i = 0; i < 6; i++) { var spacing = randomSpacing(); baseNotes.push({ type: i % 2 === 0 ? 'hold' : 'glide', time: t, pitch: 0.5 + 0.2 * Math.sin(i), duration: 900 + 100 * (i % 2), glideTo: i % 2 === 1 ? 0.4 + 0.2 * Math.cos(i) : undefined }); t += spacing; } // Section 3: Normal/long, up and down for (var i = 0; i < 8; i++) { var spacing = i % 2 === 0 ? 1600 : 2400; baseNotes.push({ type: i % 2 === 0 ? 'hold' : 'glide', time: t, pitch: i % 2 === 0 ? 0.2 + 0.07 * i : 0.8 - 0.07 * i, duration: 1200 + 200 * (i % 3), glideTo: i % 2 === 1 ? 0.1 + 0.07 * i : undefined }); t += spacing; } // Section 4: Fast short notes for (var i = 0; i < 6; i++) { var spacing = 800; baseNotes.push({ type: i % 2 === 0 ? 'hold' : 'glide', time: t, pitch: 0.3 + 0.1 * (i % 3), duration: 900, glideTo: i % 2 === 1 ? 0.7 - 0.1 * (i % 3) : undefined }); t += spacing; } // Section 5: Big finish, long notes for (var i = 0; i < 4; i++) { var spacing = 2400; baseNotes.push({ type: i % 2 === 0 ? 'hold' : 'glide', time: t, pitch: 0.4 + 0.1 * i, duration: 1200 + 200 * i, glideTo: i % 2 === 1 ? 0.1 + 0.2 * i : undefined }); t += spacing; } // For each note, force all to be 'hold' type for click-hold mechanic, and ensure no gaps between notes var notes = []; var lastEndTime = 0; for (var i = 0; i < baseNotes.length; i++) { var n = {}; for (var k in baseNotes[i]) n[k] = baseNotes[i][k]; // For each note, force all to be 'hold' type for click-hold mechanic, and allow some gaps between notes. n.type = 'hold'; // --- Make some notes longer and some shorter --- // 30% chance to be short, 40% normal, 30% long var durRand = Math.random(); if (durRand < 0.3) { n.duration = 800 + Math.floor(Math.random() * 200); // short } else if (durRand < 0.7) { n.duration = 1400 + Math.floor(Math.random() * 300); // normal } else { n.duration = 2000 + Math.floor(Math.random() * 400); // long } // For tap notes, treat as short hold if (baseNotes[i].type === 'tap') { n.duration = 400; } // Allow some notes to have a gap before them (randomly, 30% chance, but never before the first note) var insertGap = false; var gapLength = 0; if (i > 0 && Math.random() < 0.3) { insertGap = true; // Pick a random gap length (short/normal/long) var gapOptions = [400, 800, 1200]; gapLength = gapOptions[Math.floor(Math.random() * gapOptions.length)]; } // Set this note's time to exactly when the previous note ends, plus gap if any // Always add a minimum gap after a hold note's end before the next noteTap var minGapAfterHold = 320; // ms, adjust for desired spacing if (i === 0) { // First note, keep its time lastEndTime = n.time + (n.duration || 0); } else { // Always add a minimum gap after a hold note n.time = lastEndTime + minGapAfterHold + gapLength; lastEndTime = n.time + (n.duration || 0); } // All hold notes get a random shape (zigzag, curvy, diagonal, flat) and random up/down direction if (n.type === 'hold' && n.duration && n.duration > 0) { // 50% chance to reverse (start up, finish down or vice versa) var shapeData = randomHoldShape(n.pitch, n.duration, i); n.holdShape = shapeData.holdShape; n.holdShapeParams = shapeData.holdShapeParams; // Randomly flip direction for diagonal, zigzag, curvy if (Math.random() < 0.5) { if (n.holdShape === 'diagonal' && n.holdShapeParams) { n.holdShapeParams.slope = -n.holdShapeParams.slope; } if (n.holdShapeParams && typeof n.holdShapeParams.amplitude === "number") { n.holdShapeParams.amplitude = -n.holdShapeParams.amplitude; } if (n.holdShapeParams && typeof n.holdShapeParams.phase === "number") { n.holdShapeParams.phase += Math.PI; } } } notes.push(n); } return notes; }() }]; var menuContainer = new Container(); game.addChild(menuContainer); // Menu background REMOVED (pitchBarBg) 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 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 REMOVED // 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 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; // --- PitchBarActive Sound State --- var pitchBarSound = null; var pitchBarSoundId = null; var pitchBarSoundPlaying = false; var lastPitchBarPitch = null; var pitchBarSoundType = null; // "up" or "down" // Array for 10 slide sounds (slide0 to slide9) var slideSounds = []; for (var i = 0; i < 10; i++) { slideSounds.push(LK.getSound('slide' + i)); } // --- 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) { // All notes are now click-and-hold, and cannot cross (no overlap in time) var note = new Note(); // Force all notes to be 'hold' type for click-hold mechanic note.type = 'hold'; note.pitch = noteData.pitch; note.time = noteData.time; // For tap notes, treat as short hold if (noteData.type === 'tap') { note.duration = 400; } else { note.duration = noteData.duration || 0; } note.glideTo = null; note.hit = false; note.missed = false; // Always spawn notes fully offscreen right, never in the middle note.x = noteStartX; note.y = pitchToY(note.pitch); // Defensive: for noteTap with holdBar, force x to noteStartX as well if (note.type === 'tap' || note.type === 'hold' || note.type === 'glide') { note.x = noteStartX; } // Assign hold shape if present if (noteData.holdShape) { note.holdShape = noteData.holdShape; note.holdShapeParams = noteData.holdShapeParams; } 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(); // --- Slide region sound logic: replay slide0-slide9 sound as long as user is holding, like Trombone Champ --- // Calculate which slide region we're in var idx = 0; if (pitchBarActive && typeof pitchBarActive.y === "number") { var rel = (pitchBarActive.y - pitchBarY) / pitchBarHeight; rel = Math.max(0, Math.min(1, rel)); idx = Math.floor((1 - rel) * 10); // 0 = bottom, 9 = top if (idx < 0) idx = 0; if (idx > 9) idx = 9; } if (typeof game.lastSlideSoundIdx === "undefined") { game.lastSlideSoundIdx = -1; } if (typeof game.lastSlideSoundType === "undefined") { game.lastSlideSoundType = null; } pitchBarSound = slideSounds[idx]; pitchBarSoundType = "down"; // Default to down on click var minRate = 0.7; var maxRate = 1.3; var rate = minRate + (maxRate - minRate) * playerPitch; var playOptions = { loop: false, volume: 1.0, rate: rate }; // Always stop previous sound and play new one for this region, like Trombone Champ if (pitchBarSound && typeof pitchBarSound.stop === "function" && pitchBarSoundId !== null) { pitchBarSound.stop(pitchBarSoundId); } pitchBarSoundId = pitchBarSound.play(playOptions); pitchBarSoundPlaying = true; game.lastSlideSoundIdx = idx; game.lastSlideSoundType = "down"; if (pitchBarSound && typeof pitchBarSound.setRate === "function") { pitchBarSound.setRate(pitchBarSoundId, rate); } }; game.move = function (x, y, obj) { if (menuActive) return; if (pitchFieldActive) { pitchFieldY = y; playerPitch = yToPitch(y); updatePitchBar(); // Update slide sound pitch (rate) in real time if (pitchBarSound && typeof pitchBarSound.setRate === "function" && pitchBarSoundId !== null) { var minRate = 0.7; var maxRate = 1.3; var rate = minRate + (maxRate - minRate) * playerPitch; pitchBarSound.setRate(pitchBarSoundId, rate); } } }; game.up = function (x, y, obj) { if (menuActive) return; pitchFieldActive = false; isSliding = false; // Pause the slide sound if it's playing (do not stop, so it can be resumed) if (pitchBarSound && pitchBarSoundPlaying && typeof pitchBarSound.pause === "function" && pitchBarSoundId !== null) { pitchBarSound.pause(pitchBarSoundId); } }; // Update pitch bar marker position function updatePitchBar() { pitchBarActive.y = pitchToY(playerPitch); } // --- Game Loop --- game.update = function () { if (menuActive) { // Stop pitchBarActive sound if playing if (pitchBarSound && pitchBarSoundPlaying) { pitchBarSound.stop(); pitchBarSoundPlaying = false; pitchBarSoundId = null; } // Block game update until song is selected return; } // --- PitchBarActive Sound Logic --- // Only play slide sound while holding (isSliding) and pitchBarActive is visible if (pitchBarActive.visible && isSliding) { // Track last Y for pitchBarActive to determine direction if (typeof pitchBarActive.lastY === "undefined") { pitchBarActive.lastY = pitchBarActive.y; } var movingDown = false; var movingUp = false; if (pitchBarActive.y > pitchBarActive.lastY + 1) { movingDown = true; } else if (pitchBarActive.y < pitchBarActive.lastY - 1) { movingUp = true; } // Choose sound type and volume var slideVolume = 0.7; var newSoundType = null; if (movingDown) { slideVolume = 1.0; newSoundType = "down"; } else if (movingUp) { slideVolume = 0.35; newSoundType = "up"; } else { // Not moving, keep last type or default to down newSoundType = pitchBarSoundType || "down"; } // Divide pitch bar into 10 equal horizontal regions, label bottom as slide0 and top as slide9 var idx = 0; if (pitchBarActive && typeof pitchBarActive.y === "number") { // Calculate relative position from bottom (0) to top (1) var rel = (pitchBarActive.y - pitchBarY) / pitchBarHeight; rel = Math.max(0, Math.min(1, rel)); idx = Math.floor((1 - rel) * 10); // 0 = bottom, 9 = top if (idx < 0) idx = 0; if (idx > 9) idx = 9; // Label the region for debug/UX if (!game.slideSoundTxt) { game.slideSoundTxt = new Text2('', { size: 60, fill: "#fff" }); game.slideSoundTxt.anchor.set(0.5, 0.5); game.slideSoundTxt.x = pitchBarActive.x + 220; game.slideSoundTxt.y = pitchBarActive.y; game.addChild(game.slideSoundTxt); } var soundLabel = "slide" + idx; game.slideSoundTxt.setText(soundLabel); game.slideSoundTxt.x = pitchBarActive.x + 220; game.slideSoundTxt.y = pitchBarActive.y; game.slideSoundTxt.visible = true; } if (typeof game.lastSlideSoundIdx === "undefined") { game.lastSlideSoundIdx = -1; } if (typeof game.lastSlideSoundType === "undefined") { game.lastSlideSoundType = null; } // Only play the slide sound if region or direction changed, and do not replay if still in same region if (pitchBarSoundType !== newSoundType || game.lastSlideSoundIdx !== idx) { // Stop previous sound if playing if (pitchBarSound && pitchBarSoundPlaying && typeof pitchBarSound.stop === "function" && pitchBarSoundId !== null) { pitchBarSound.stop(pitchBarSoundId); pitchBarSoundPlaying = false; pitchBarSoundId = null; } // Set new sound asset: pick one of 10 based on pitchBarActive position pitchBarSound = slideSounds[idx]; pitchBarSoundType = newSoundType; // Show which slide sound is mapped to pitchBarActive if (!game.slideSoundTxt) { game.slideSoundTxt = new Text2('', { size: 60, fill: "#fff" }); game.slideSoundTxt.anchor.set(0.5, 0.5); game.slideSoundTxt.x = pitchBarActive.x + 220; game.slideSoundTxt.y = pitchBarActive.y; game.addChild(game.slideSoundTxt); } var soundLabel = "slide" + idx; game.slideSoundTxt.setText(soundLabel); game.slideSoundTxt.x = pitchBarActive.x + 220; game.slideSoundTxt.y = pitchBarActive.y; game.slideSoundTxt.visible = true; // Play the new sound immediately if holding and region changed if (isSliding && pitchBarActive.visible) { var minRate = 0.7; var maxRate = 1.3; var rate = minRate + (maxRate - minRate) * playerPitch; var playOptions = { loop: false, volume: slideVolume, rate: rate }; pitchBarSoundId = pitchBarSound.play(playOptions); pitchBarSoundPlaying = true; game.lastSlideSoundIdx = idx; game.lastSlideSoundType = newSoundType; } // Do not replay sound here if still holding in the same region } else { // If still in the same region, do not replay or restart the sound, just keep it as is. // This prevents replaying or restarting the sound if the region hasn't changed. // (No sound restart here) } pitchBarActive.lastY = pitchBarActive.y; // If the sound has ended, replay it at the current position while holding in the same region (Y coordinate) if (typeof game.slideSoundLastReplay === "undefined") { game.slideSoundLastReplay = {}; } if (isSliding && pitchBarSound && typeof pitchBarSound.isPlaying === "function" && pitchBarSoundId !== null) { var regionKey = "" + game.lastSlideSoundIdx; // If the sound is not playing, replay it immediately (fixes bug where it sometimes doesn't play) if (!pitchBarSound.isPlaying(pitchBarSoundId)) { // Stop any previous instance before replaying to prevent overlap if (typeof pitchBarSound.stop === "function" && pitchBarSoundId !== null) { pitchBarSound.stop(pitchBarSoundId); } // Replay the sound if ended and still holding, at the last known position if possible var minRate = 0.7; var maxRate = 1.3; var rate = minRate + (maxRate - minRate) * playerPitch; var playOptions = { loop: false, volume: slideVolume, rate: rate }; // Always restart from the beginning for infinite replay while holding pitchBarSoundId = pitchBarSound.play(playOptions); pitchBarSoundPlaying = true; game.slideSoundLastReplay[regionKey] = Date.now(); // game.lastSlideSoundIdx and game.lastSlideSoundType remain unchanged } else { pitchBarSoundPlaying = true; // Adjust volume in real time if possible if (typeof pitchBarSound.setVolume === "function") { pitchBarSound.setVolume(pitchBarSoundId, slideVolume); } } } // Do not start a new sound here if already playing or paused; only replay when ended and still holding in the same region // Only set rate if sound is playing or paused, do not start a new one here if (typeof pitchBarSound.setRate === "function" && pitchBarSoundId !== null) { // playerPitch is 0 (bottom) to 1 (top) // Map to rate: 0.7 (low) to 1.3 (high) var minRate = 0.7; var maxRate = 1.3; var rate = minRate + (maxRate - minRate) * playerPitch; pitchBarSound.setRate(pitchBarSoundId, rate); } } else { // Stop sound immediately if not holding or not visible (no delay) if (pitchBarSound && pitchBarSoundPlaying && typeof pitchBarSound.stop === "function" && pitchBarSoundId !== null) { pitchBarSound.stop(pitchBarSoundId); pitchBarSoundPlaying = false; pitchBarSoundId = null; } // Hide slide sound label if present if (game.slideSoundTxt) { game.slideSoundTxt.visible = false; } } 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, only when their time is reached (like Trombone Champ) for (var i = 0; i < notes.length; i++) { var noteData = notes[i]; // Only spawn if not already spawned and the note's scheduled time minus travel time is reached // This ensures notes start offscreen right and scroll in, not appear in the middle var noteTravelTime = (noteStartX - hitZoneX) / noteSpeed; // Only spawn if we are before the note's scheduled time (so it scrolls in) // Defensive: never spawn late notes in the middle of the screen if (!noteData.spawned && currentTime >= noteData.time - noteTravelTime && currentTime <= noteData.time - 10) { spawnNote(noteData); noteData.spawned = true; } else if (!noteData.spawned && (currentTime > noteData.time - 10 || currentTime < noteData.time - noteTravelTime)) { // If a note was not spawned at the correct time, or if currentTime is outside the valid window, never spawn it late in the middle of the screen // (e.g. if currentTime > noteData.time - 10, or if currentTime < noteData.time - noteTravelTime, do not spawn) noteData.spawned = true; // Mark as skipped } } // Update notes for (var i = activeNotes.length - 1; i >= 0; i--) { var note = activeNotes[i]; // Calculate note's current x based on time var noteTravelTime = (noteStartX - hitZoneX) / noteSpeed; var t = currentTime - (note.time - noteTravelTime); // Notes start at the right and move left toward the hit zone if (t < 0) { // Not yet on screen, keep fully offscreen right note.x = noteStartX; } else { note.x = noteStartX - t * noteSpeed; // Clamp so note never appears in the middle before scrolling in if (note.x > noteStartX) note.x = noteStartX; // Defensive: never allow any note to appear left of noteStartX before scrolling in if (t < 0 && note.x !== noteStartX) note.x = noteStartX; } // Clamp to hitZoneX and continue left after if (note.x < hitZoneX) note.x = hitZoneX + (note.x - hitZoneX); // 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 far enough offscreen left if (note.x < -650) { 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; note.holdReleased = false; // Track if player released at end // Do not play slide sound when catching tap notes; only focus on click/release for sound if (!note.slideSoundPlayed) { note.slideSoundPlayed = true; } } 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; } // Track if player released before end of tap hold if (note.holdStarted && !isSliding && !note.holdReleased) { note.holdReleased = true; } } // 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; // Only allow combo if player started at correct time AND released at end (not still holding) if (tapAcc > 0.7 && note.holdStarted && note.holdReleased) { // 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; // Do not play slide sound when catching hold note head; only focus on click/release for sound if (!note.slideSoundPlayed) { note.slideSoundPlayed = true; } 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; } // Track if player released before end of hold if (!isSliding && !note.holdReleased) { note.holdReleased = true; } } 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; // Only allow combo if head was caught, accuracy is good, and player released at end if (note.headCaught && holdAcc > 0.7 && note.holdReleased) { 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; note.glideReleased = false; // Track if player released at end // Do not play slide sound when catching glide note start; only focus on click/release for sound if (!note.slideSoundPlayed) { note.slideSoundPlayed = true; } } note.glideScore += 1; note.glideTicks += 1; note.noteAsset.scaleX = 1.2; note.noteAsset.scaleY = 1.2; // Track if player released before end of glide if (note.glideStarted && !isSliding && !note.glideReleased) { note.glideReleased = true; } } 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; // Only allow combo if accuracy is good, and player released at end if (glideAcc > 0.7 && note.glideStarted && note.glideReleased) { 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) { // Reset slideSoundPlayed so it can be triggered again for new notes note.slideSoundPlayed = false; 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"; } // --- LIKE POINT END SECTION --- // This is the "end section of like point" where you can finalize points, score, and show results. // (You can add any additional logic here for 'like point' if needed.) // Hide gameplay UI 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 REMOVED (pitchBarBg) // 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 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
@@ -225,22 +225,22 @@
/****
* Game Code
****/
-// 10 slide up sounds, evenly split across the sample
-// 10 slide down sounds, evenly split across the sample
-// 10 different slide up and 10 different slide down assets
-// 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 ---
// Trombone pitch sound assets for different pitch levels
+// --- 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)
+// 10 different slide up and 10 different slide down assets
+// 10 slide down sounds, evenly split across the sample
+// 10 slide up sounds, evenly split across the sample
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
@@ -1121,11 +1121,11 @@
// Defensive: never spawn late notes in the middle of the screen
if (!noteData.spawned && currentTime >= noteData.time - noteTravelTime && currentTime <= noteData.time - 10) {
spawnNote(noteData);
noteData.spawned = true;
- } else if (!noteData.spawned && currentTime > noteData.time - 10) {
- // If a note was not spawned at the correct time, never spawn it late in the middle of the screen
- // (e.g. if currentTime > noteData.time - 10, do not spawn)
+ } else if (!noteData.spawned && (currentTime > noteData.time - 10 || currentTime < noteData.time - noteTravelTime)) {
+ // If a note was not spawned at the correct time, or if currentTime is outside the valid window, never spawn it late in the middle of the screen
+ // (e.g. if currentTime > noteData.time - 10, or if currentTime < noteData.time - noteTravelTime, do not spawn)
noteData.spawned = true; // Mark as skipped
}
}
// Update notes
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