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remove the slide and slide_down_0 sounds from sound assets
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remove the slide and slide_down_0 from sound assets
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rebuild that slide sounds to 0 to 9 there has to be just 10 of them and rebuild it for game aswell remove the other slide sound just rename the new ones like slide0 to slide9
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rebuild that slide sounds to 0 to 9 there has to be just 10 of them and rebuild it for game aswell
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just write on game where is slide down0 or 1 or 2 or up0 or 2 or 4 for all to pitchbaractive
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create a 10 diffirent slide up or down asset for when it will take it take it
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the slide sound has no diffirent between moving up or down fix it add which library do u need
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when pitchbaractive goes down side the slide sound must be tough sound but if its getting upper make small voice
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Please fix the bug: 'pitchBarBg is not defined' in or related to this line: 'pitchBarBg.visible = false;' Line Number: 711
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remove the pitchbarbg from the game
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Please fix the bug: 'Uncaught ReferenceError: comboTxt is not defined' in or related to this line: 'comboTxt.visible = true;' Line Number: 638
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Please fix the bug: 'Uncaught ReferenceError: scoreTxt is not defined' in or related to this line: 'scoreTxt.visible = true;' Line Number: 637
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Please fix the bug: 'Uncaught ReferenceError: hitZone is not defined' in or related to this line: 'hitZone.visible = true;' Line Number: 636
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Please fix the bug: 'Uncaught ReferenceError: pitchBarBg is not defined' in or related to this line: 'pitchBarBg.visible = true;' Line Number: 634
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on screen we have to see just pitchbaractive and confetti holdbar and emotions face bar and note tap remove the others in assets and screen
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sometimes the slide sound plays 2 or 3 times at the same time make it fix
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when i dont click the screen stop the slide sound there is no delay for it
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but if i have still click the screen yhe slide sound is not replaying make sure
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when the slice sound ended but i ha ve still clicking the screen replay it but make sure when i dont hold the button stop it
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where is the end section of like point make it
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make that slide sound has diffirent pitch
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stop that slide sound when i dont click the screen
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pause that slide sound when i dont click the screen
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i can hear the slide sound 2 or 3 times a moment fix it with pause
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in catching when im clicking the button and holding play it but when i released to hold pause the playing
/**** * 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 ****/ // 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 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); // 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) { 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(); // Resume the slide sound if it was paused, or play if not started // Set pitch (rate) based on playerPitch (0-1 mapped to 0.7-1.3) var minRate = 0.7; var maxRate = 1.3; var rate = minRate + (maxRate - minRate) * playerPitch; if (pitchBarSound && typeof pitchBarSound.resume === "function" && pitchBarSoundId !== null && pitchBarSoundPlaying) { pitchBarSound.resume(pitchBarSoundId); if (typeof pitchBarSound.setRate === "function") { pitchBarSound.setRate(pitchBarSoundId, rate); } } else if (pitchBarSound && !pitchBarSoundPlaying) { pitchBarSoundId = pitchBarSound.play({ loop: true, volume: 0.7, rate: rate }); pitchBarSoundPlaying = true; } }; 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"; } // If direction changed, switch sound asset if (pitchBarSoundType !== newSoundType || !pitchBarSound) { // 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 var idx = 0; if (pitchBarActive && typeof pitchBarActive.y === "number") { // Map y to 0-9 (bottom to top) var rel = (pitchBarActive.y - pitchBarY) / pitchBarHeight; rel = Math.max(0, Math.min(1, rel)); idx = Math.floor((1 - rel) * 9.999); // 0 = bottom, 9 = top } 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; } pitchBarActive.lastY = pitchBarActive.y; // If the sound has ended but we're still holding, replay it if (pitchBarSound && typeof pitchBarSound.isPlaying === "function" && pitchBarSoundId !== null) { 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 var minRate = 0.7; var maxRate = 1.3; var rate = minRate + (maxRate - minRate) * playerPitch; pitchBarSoundId = pitchBarSound.play({ loop: true, volume: slideVolume, rate: rate }); pitchBarSoundPlaying = true; } else { pitchBarSoundPlaying = true; // Adjust volume in real time if possible if (typeof pitchBarSound.setVolume === "function") { pitchBarSound.setVolume(pitchBarSoundId, slideVolume); } } } else if (pitchBarSound && !pitchBarSoundPlaying) { // Start playing if not already var minRate = 0.7; var maxRate = 1.3; var rate = minRate + (maxRate - minRate) * playerPitch; // Stop any previous instance before playing to prevent overlap if (typeof pitchBarSound.stop === "function" && pitchBarSoundId !== null) { pitchBarSound.stop(pitchBarSoundId); } pitchBarSoundId = pitchBarSound.play({ loop: true, volume: slideVolume, rate: rate }); pitchBarSoundPlaying = true; } // 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 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"; } // --- 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
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