User prompt
make it easier
User prompt
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
User prompt
convert 2 way if left tilt or right tilt
User prompt
make it easier
Code edit (1 edits merged)
Please save this source code
User prompt
FaceBeat: 4-Way Rhythm Challenge
User prompt
lets make it 4 way rhythm game if face up hit up if face down hit down if face left hit left and if face right hit right. and notes coming like piano tile from 4 direction and player try to hit them
User prompt
old one better
User prompt
Please continue polishing my design document.
User prompt
lets make it 4 way rhythm game if face up hit up if face down hit down if face left hit left and if face right hit right. and notes coming like piano tile from 4 direction and player try to hit them
User prompt
do u track hands
User prompt
reverse it each time hit some notes played
User prompt
ı want to create wıth face trackıng
Initial prompt
know the game called osu
/**** * 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;