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music not decreased when miss
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if miss change volume to 0.1
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do not start again to music resume with
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when hit stopmusic end start with volume 1
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when miss stop music and start with volume 0.1
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music volume not changing
Code edit (7 edits merged)
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volume not changes
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'volume')' in or related to this line: 'LK.music.volume = 0.1;' Line Number: 334
Code edit (1 edits merged)
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lower bg music volume on miss
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if i miss lower music volume not mute
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move life text to right
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add remaining life to right top
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if i miss stop bg music
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if i miss decreased background music volume to 0
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miss not work
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if hit note increase bg music volume to 1 if miss lower to 0.1 remove hit and miss sound
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add music to each hit with rythm
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make it easier
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 't.length')' in or related to this line: 'note.noteAsset = note.attachAsset(NOTE_ASSET[dir], {' Line Number: 252
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convert 2 way if left tilt or right tilt
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make it easier
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FaceBeat: 4-Way Rhythm Challenge
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var facekit = LK.import("@upit/facekit.v1"); /**** * Classes ****/ // Note class var Note = Container.expand(function () { var self = Container.call(this); self.direction = 'up'; // will be set after creation self.speed = 11; // pixels per frame, reduced for easier play self.hit = false; self.active = true; // Attach asset self.noteAsset = null; // will be set after direction is set // For hit animation self.flashTween = null; // Called every tick self.update = function () { if (!self.active) return; var vec = getNoteTravelVec(self.direction); self.x += vec.x * self.speed; self.y += vec.y * self.speed; }; // Animate on hit self.animateHit = function () { self.active = false; if (self.flashTween) tween.stop(self, { alpha: true, scaleX: true, scaleY: true }); tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 180, easing: tween.cubicOut, onFinish: function onFinish() { self.destroy(); } }); }; // Animate on miss self.animateMiss = function () { self.active = false; if (self.flashTween) tween.stop(self, { alpha: true, scaleX: true, scaleY: true }); tween(self, { alpha: 0.2 }, { duration: 180, easing: tween.cubicOut, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181c20 }); /**** * Game Code ****/ // Center of play area // Four note shapes for each direction // Sounds for hit and miss // Music (placeholder, actual music asset id will be auto-loaded) // Note directions var NOTE_DIRECTIONS = ['up', 'down', 'left', 'right']; var NOTE_ASSET = { up: 'noteUp', down: 'noteDown', left: 'noteLeft', right: 'noteRight' }; // Note spawn positions (offscreen, moving toward center) function getNoteSpawnPos(direction) { var centerX = 2048 / 2, centerY = 2732 / 2; var offset = 900; // How far from center to spawn if (direction === 'up') return { x: centerX, y: centerY - offset }; if (direction === 'down') return { x: centerX, y: centerY + offset }; if (direction === 'left') return { x: centerX - offset, y: centerY }; if (direction === 'right') return { x: centerX + offset, y: centerY }; return { x: centerX, y: centerY }; } // Note travel vector (unit vector toward center) function getNoteTravelVec(direction) { if (direction === 'up') return { x: 0, y: 1 }; if (direction === 'down') return { x: 0, y: -1 }; if (direction === 'left') return { x: 1, y: 0 }; if (direction === 'right') return { x: -1, y: 0 }; return { x: 0, y: 0 }; } var centerX = 2048 / 2, centerY = 2732 / 2; // Add center target var centerTarget = LK.getAsset('centerTarget', { anchorX: 0.5, anchorY: 0.5, x: centerX, y: centerY, scaleX: 1, scaleY: 1 }); game.addChild(centerTarget); // Score display var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: '#fff' }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Combo display var combo = 0; var comboTxt = new Text2('', { size: 70, fill: '#ffe082' }); comboTxt.anchor.set(0.5, 0); LK.gui.top.addChild(comboTxt); comboTxt.y = 130; // Miss feedback var missTxt = new Text2('', { size: 100, fill: '#e57373' }); missTxt.anchor.set(0.5, 0.5); LK.gui.center.addChild(missTxt); // Notes array var notes = []; // Timing var noteInterval = 52; // frames between notes (slower, about 1.15 notes/sec at 60fps) var noteTimer = 0; // Game state var isGameOver = false; var isYouWin = false; var maxMisses = 8; var misses = 0; var targetScore = 30; // Face direction detection function getFaceDirection() { // Use noseTip and chin to estimate tilt // If facekit is not ready, return null if (!facekit.noseTip || !facekit.chin || !facekit.leftEye || !facekit.rightEye) return null; var dx = facekit.rightEye.x - facekit.leftEye.x; var dy = facekit.rightEye.y - facekit.leftEye.y; var angle = Math.atan2(dy, dx) * 180 / Math.PI; // horizontal head tilt // Up/down: compare noseTip.y and chin.y to center var vertical = facekit.noseTip.y - facekit.chin.y; // Left/right: compare noseTip.x to center var horizontal = facekit.noseTip.x - centerX; // Heuristics: prioritize strong tilts if (vertical < -90) return 'up'; if (vertical > 90) return 'down'; if (horizontal < -80) return 'left'; if (horizontal > 80) return 'right'; // If head is turned, use angle if (angle < -25) return 'right'; if (angle > 25) return 'left'; return null; } // Show combo function showCombo() { if (combo > 1) { comboTxt.setText(combo + 'x Combo!'); } else { comboTxt.setText(''); } } // Show miss function showMiss() { missTxt.setText('Miss!'); tween(missTxt, { alpha: 0 }, { duration: 600, onFinish: function onFinish() { missTxt.setText(''); missTxt.alpha = 1; } }); } // Spawn a note function spawnNote() { var dir = NOTE_DIRECTIONS[Math.floor(Math.random() * 4)]; var note = new Note(); note.direction = dir; var spawn = getNoteSpawnPos(dir); note.x = spawn.x; note.y = spawn.y; note.noteAsset = note.attachAsset(NOTE_ASSET[dir], { anchorX: 0.5, anchorY: 0.5 }); // Rotate asset to point toward center if (dir === 'up') note.noteAsset.rotation = 0; if (dir === 'down') note.noteAsset.rotation = Math.PI; if (dir === 'left') note.noteAsset.rotation = -Math.PI / 2; if (dir === 'right') note.noteAsset.rotation = Math.PI / 2; notes.push(note); game.addChild(note); } // Check if note is in hit window (distance to center) function isNoteHittable(note) { var dx = note.x - centerX; var dy = note.y - centerY; var dist = Math.sqrt(dx * dx + dy * dy); return dist < 180; // hit window radius (increased for easier play) } // Check if note is missed (passed center) function isNoteMissed(note) { var dx = note.x - centerX; var dy = note.y - centerY; var dist = Math.sqrt(dx * dx + dy * dy); return dist < 20; // too close, missed (decreased for easier play) } // Main update loop game.update = function () { if (isGameOver || isYouWin) return; // Spawn notes noteTimer++; if (noteTimer >= noteInterval) { spawnNote(); noteTimer = 0; } // Get current face direction var faceDir = getFaceDirection(); // For each note: move, check for hit/miss for (var i = notes.length - 1; i >= 0; i--) { var note = notes[i]; note.update(); if (!note.active) { notes.splice(i, 1); continue; } // If note is in hit window and faceDir matches, hit! if (!note.hit && isNoteHittable(note) && faceDir === note.direction) { note.hit = true; note.animateHit(); LK.getSound('hit').play(); score++; combo++; showCombo(); scoreTxt.setText(score); if (score >= targetScore) { isYouWin = true; LK.showYouWin(); return; } continue; } // If note passes center and not hit, miss if (!note.hit && isNoteMissed(note)) { note.hit = true; note.animateMiss(); LK.getSound('miss').play(); misses++; combo = 0; showCombo(); showMiss(); if (misses >= maxMisses) { isGameOver = true; LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } continue; } } }; // Start music LK.playMusic('bgmusic', { fade: { start: 0, end: 1, duration: 1000 } }); // Reset state on game restart game.on('reset', function () { score = 0; combo = 0; misses = 0; isGameOver = false; isYouWin = false; notes = []; scoreTxt.setText('0'); comboTxt.setText(''); missTxt.setText(''); noteTimer = 0; }); // No touch controls needed; game is face-only // Make sure all elements are visible and not in top left 100x100 centerTarget.x = centerX; centerTarget.y = centerY; scoreTxt.x = LK.gui.top.width / 2; scoreTxt.y = 10; comboTxt.x = LK.gui.top.width / 2; comboTxt.y = 130; missTxt.x = LK.gui.center.width / 2; missTxt.y = LK.gui.center.height / 2;
===================================================================
--- original.js
+++ change.js
@@ -10,9 +10,9 @@
// Note class
var Note = Container.expand(function () {
var self = Container.call(this);
self.direction = 'up'; // will be set after creation
- self.speed = 18; // pixels per frame, can be increased for difficulty
+ self.speed = 11; // pixels per frame, reduced for easier play
self.hit = false;
self.active = true;
// Attach asset
self.noteAsset = null; // will be set after direction is set
@@ -75,13 +75,13 @@
/****
* Game Code
****/
-// Note directions
-// Music (placeholder, actual music asset id will be auto-loaded)
-// Sounds for hit and miss
-// Four note shapes for each direction
// Center of play area
+// Four note shapes for each direction
+// Sounds for hit and miss
+// Music (placeholder, actual music asset id will be auto-loaded)
+// Note directions
var NOTE_DIRECTIONS = ['up', 'down', 'left', 'right'];
var NOTE_ASSET = {
up: 'noteUp',
down: 'noteDown',
@@ -175,14 +175,14 @@
LK.gui.center.addChild(missTxt);
// Notes array
var notes = [];
// Timing
-var noteInterval = 38; // frames between notes (about 1.5 notes/sec at 60fps)
+var noteInterval = 52; // frames between notes (slower, about 1.15 notes/sec at 60fps)
var noteTimer = 0;
// Game state
var isGameOver = false;
var isYouWin = false;
-var maxMisses = 5;
+var maxMisses = 8;
var misses = 0;
var targetScore = 30;
// Face direction detection
function getFaceDirection() {
@@ -251,16 +251,16 @@
function isNoteHittable(note) {
var dx = note.x - centerX;
var dy = note.y - centerY;
var dist = Math.sqrt(dx * dx + dy * dy);
- return dist < 120; // hit window radius
+ return dist < 180; // hit window radius (increased for easier play)
}
// Check if note is missed (passed center)
function isNoteMissed(note) {
var dx = note.x - centerX;
var dy = note.y - centerY;
var dist = Math.sqrt(dx * dx + dy * dy);
- return dist < 40; // too close, missed
+ return dist < 20; // too close, missed (decreased for easier play)
}
// Main update loop
game.update = function () {
if (isGameOver || isYouWin) return;