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set game over if the player misses 10 notes
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make the hit feedback messages streak play one of the three sounds at random, hitSound2, hitSound3 and streakSound
User prompt
create two more sounds streakSounds that can play for the hit feedback messages, instead of being just one, it can be one of three at random order
User prompt
create two more sounds that can play for the hit feedback messages, instead of being just one, it can be one of three at random order
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change the position for the hit feedback messages to be in the top third of the screen
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Together with the hitStreatk messages add above that message another message saying: "Combo:" +"(number of consecutiveHits)", with the same style of animation color and font
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why are the perfect notes invisible? set it to visible
User prompt
Together with the hitStreatk messages add above that message another message saying: "Combo:" +"(number of consecutiveHits)", with the same style of animation color and font
Code edit (1 edits merged)
Please save this source code
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create a variable so I can adjust the hitStreak number that the UI should react to
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make the notes move slower (decrease the difficulty)
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make the notes move slower in the y axis, and adapt the x axis movement to match the position of the targetsZone at the position of the target zone
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make the speed of the disks 2 times slower
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make it 2 times easier
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make the movement of the notes in the y axis constant
Code edit (1 edits merged)
Please save this source code
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create and play a new sound for when the player hit each +5 note streak
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Add a UI feedback system in the game where, everytime the player successfully hits +5 consecutive notes without missing (example: 5, 10, 15, 20, 25, etc), a message appears in the center of the screen displaying one of the following words: 'WOW!', 'AMAZING!!', 'INCREDIBLE!', 'SPECTACULAR!', 'SUPER!!', 'UNSTOPPABLE!!!'. The message should be bold, dynamic, and visually animated to enhance the feeling of achievement and should appear in the middle of the screen with a golden color, and preferably with a different font ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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it should be game over if its below 40% accuracy or missed the maxConsecutiveMissesAllowed
Code edit (3 edits merged)
Please save this source code
User prompt
add a variable so I can adjust the max number of consecutive misses
User prompt
Make it be game over if it accuracy is below 40% or you miss more than 5 notes in a row
Code edit (1 edits merged)
Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ var HitFeedback = Container.expand(function () { var self = Container.call(this); self.feedbackText = null; self.messages = ['WOW!', 'AMAZING!!', 'INCREDIBLE!', 'SPECTACULAR!', 'SUPER!!', 'UNSTOPPABLE!!!']; self.init = function () { // Create feedback text with golden color self.feedbackText = new Text2('', { size: 480, fill: 0xFFD700, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); self.feedbackText.anchor.set(0.5, 0.5); self.addChild(self.feedbackText); // Initially hide the text self.feedbackText.alpha = 0; return self; }; self.showMessage = function (hitCount) { // Determine which message to show based on hit count var index = Math.min(Math.floor(hitCount / 5) - 1, self.messages.length - 1); if (index < 0) { return; } // Don't show anything for less than 5 hits var message = self.messages[index]; // Add combo count to the message var comboMessage = "Combo: " + hitCount + "\n" + message; // Play one of the three streak sounds randomly when milestone hit var streakSounds = ['streakSound', 'hitSound2', 'hitSound3']; var randomSoundIndex = Math.floor(Math.random() * streakSounds.length); LK.getSound(streakSounds[randomSoundIndex]).play(); // Stop any ongoing animations tween.stop(self.feedbackText, { alpha: true, scaleX: true, scaleY: true, rotation: true }); // Set the text self.feedbackText.setText(comboMessage); // Reset properties for animation self.feedbackText.alpha = 0; self.feedbackText.scale.set(0.5, 0.5); self.feedbackText.rotation = -0.1; // Animate in tween(self.feedbackText, { alpha: 1, scaleX: 1.2, scaleY: 1.2, rotation: 0.1 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { // Hold for a moment LK.setTimeout(function () { // Animate out tween(self.feedbackText, { alpha: 0, scaleX: 1.5, scaleY: 1.5, rotation: 0 }, { duration: 400, easing: tween.easeOut }); }, 600); } }); }; return self; }); var Note = Container.expand(function () { var self = Container.call(this); self.type = 'normal'; // normal, perfect, good self.lane = 0; // 0-3 for different lanes self.speed = 10; // Base speed self.active = true; // Whether note is still active self.scored = false; // Whether note has been scored self.noteGraphics = null; self.perspective = 0; // 0 = distance, 1 = close to screen self.baseWidth = 180; // The base width for perspective scaling self.baseHeight = 30; // The base height for perspective scaling self.distanceZ = 0; // Z-coordinate for 3D perspective (0 = far, 1 = close) self.init = function (noteType, laneNum, noteSpeed) { self.type = noteType || 'normal'; self.lane = laneNum || 0; self.speed = 10; // Reduced speed for lower difficulty self.distanceZ = 0; // Start far away self.targetX = null; // Target x position for the lane self.xSpeed = null; // How fast to move horizontally per frame // Create note graphic based on type var assetId = 'note'; if (self.type === 'perfect') { assetId = 'perfectNote'; } else if (self.type === 'good') { assetId = 'goodNote'; } self.noteGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, alpha: 0.9 }); // Apply initial perspective (start small) self.updatePerspective(0); return self; }; // Update visual perspective based on distance value (0=far, 1=close) self.updatePerspective = function (distanceValue) { self.distanceZ = distanceValue; // Calculate scale based on distance (smaller when far, normal size when close) var scale = 0.3 + distanceValue * 0.7; // Scale from 30% to 100% // Apply scale to note self.noteGraphics.scale.x = scale; self.noteGraphics.scale.y = scale; // Adjust alpha to fade in as it gets closer self.noteGraphics.alpha = 0.5 + distanceValue * 0.5; }; self.update = function () { if (!self.active) { return; } // Move note down self.y += self.speed; // Store last speed for smooth changes self.lastSpeed = self.speed; // Move note horizontally towards target lane if xSpeed is defined if (self.xSpeed) { // Calculate remaining distance to target var remainingX = self.targetX - self.x; // Move towards target, but don't overshoot if (Math.abs(remainingX) < Math.abs(self.xSpeed)) { self.x = self.targetX; // Arrived at exact position } else { self.x += self.xSpeed; // Move towards target } } // Calculate perspective based on y position // Map y position from starting position to target (2500) to 0-1 perspective value var startPos = 2732 / 2 + noteStartY; var targetPos = 2500; var totalDistance = targetPos - startPos; var perspectiveValue = Math.max(0, Math.min(1, (self.y - startPos) / totalDistance)); self.updatePerspective(perspectiveValue); // Check if note passed through target zone and wasn't scored var hitY = targetZones[self.lane].y; var targetBottom = hitY + targetBoxSize.height / 2; // Track when note passes completely through the target zone if (self.y > targetBottom + 50 && !self.scored) { // Note passed through target zone without being hit self.miss(); } // Check if note is completely out of bounds and hasn't been scored else if (self.y > 2732 + 100 && !self.scored) { self.miss(); } }; self.hit = function (accuracy) { if (!self.active || self.scored) { return; } self.scored = true; self.active = false; // Create hit effect LK.effects.flashObject(self, 0xFFFFFF, 300); if (accuracy === 'perfect') { LK.getSound('perfectSound').play(); tween(self.noteGraphics, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); } else if (accuracy === 'good') { LK.getSound('hitSound').play(); tween(self.noteGraphics, { alpha: 0, scaleX: 1.3, scaleY: 1.3 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); } else { LK.getSound('hitSound').play(); tween(self.noteGraphics, { alpha: 0 }, { duration: 200, onFinish: function onFinish() { self.destroy(); } }); } }; self.miss = function () { if (!self.active || self.scored) { return; } self.scored = true; self.active = false; // Increment missedNotes counter only if the note passed through target zone var hitY = targetZones[self.lane].y; var targetTop = hitY - targetBoxSize.height / 2; var targetBottom = hitY + targetBoxSize.height / 2; var wasInTargetZone = self.y >= targetTop && self.y <= targetBottom; if (wasInTargetZone || self.y > targetBottom) { // Only count as missed if it was in or passed the target zone missedNotes++; // Increment consecutive misses consecutiveMisses++; // Reset consecutive hits and feedback threshold consecutiveHits = 0; lastFeedbackThreshold = 0; } // Update accuracy display when a note is missed scoreDisplay.updateAccuracy(calculateAccuracy()); scoreDisplay.showFeedback('miss'); LK.getSound('missSound').play(); // Change to missed note appearance if (self.noteGraphics) { self.removeChild(self.noteGraphics); } self.noteGraphics = self.attachAsset('missedNote', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); tween(self.noteGraphics, { alpha: 0 }, { duration: 200, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); var ScoreDisplay = Container.expand(function () { var self = Container.call(this); self.scoreText = null; self.comboText = null; self.accuracyText = null; self.feedbackText = null; self.init = function () { // Create score text self.scoreText = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); self.scoreText.anchor.set(0.5, 0); self.addChild(self.scoreText); // Create high score text self.highScoreText = new Text2('High Score: ' + highScore, { size: 40, fill: 0xFFAA00 }); self.highScoreText.anchor.set(0.5, 0); self.highScoreText.y = 100; self.addChild(self.highScoreText); // Create accuracy text self.accuracyText = new Text2('Accuracy: 0%', { size: 40, fill: 0xDDDDDD }); self.accuracyText.anchor.set(0.5, 0); self.accuracyText.y = 160; self.addChild(self.accuracyText); // Create feedback text for "Perfect!", "Good!", "Miss!" self.feedbackText = new Text2('', { size: 90, fill: 0xFFFFFF }); self.feedbackText.anchor.set(0.5, 0.5); self.feedbackText.y = 300; self.addChild(self.feedbackText); return self; }; self.updateScore = function (score) { self.scoreText.setText('Score: ' + score); }; // Combo update method removed self.updateAccuracy = function (accuracy) { // Color code the accuracy based on performance var color = "#DDDDDD"; // Default color if (accuracy >= 90) { color = "#00FF00"; // Excellent (green) } else if (accuracy >= 75) { color = "#FFFF00"; // Good (yellow) } else if (accuracy >= 50) { color = "#FFA500"; // Fair (orange) } else { color = "#FF0000"; // Poor (red) } self.accuracyText.setText('Accuracy: ' + accuracy + '%', { fill: color }); }; self.updateHighScore = function (newHighScore) { self.highScoreText.setText('High Score: ' + newHighScore); }; self.showFeedback = function (type) { // Clear any existing animations tween.stop(self.feedbackText, { alpha: true, scaleX: true, scaleY: true }); var color = "#FFFFFF"; var text = ""; if (type === 'perfect') { text = "Perfect!"; color = "#FF4500"; } else if (type === 'good') { text = "Good!"; color = "#32CD32"; } else if (type === 'miss') { text = "Miss!"; color = "#888888"; } self.feedbackText.setText(text); // Set the text with the new color in the style self.feedbackText.setText(text, { fill: color }); self.feedbackText.alpha = 1; self.feedbackText.scale.set(1.3, 1.3); tween(self.feedbackText, { alpha: 0, scaleX: 1, scaleY: 1 }, { duration: 600, easing: tween.easeOut }); }; return self; }); var TargetZone = Container.expand(function () { var self = Container.call(this); self.lane = 0; self.zoneGraphics = null; self.active = false; self.pulseTimer = 0; self.perspectiveLines = null; self.init = function (laneNum) { self.lane = laneNum || 0; // Create target zone with 3D perspective appearance self.zoneGraphics = self.attachAsset('targetZone', { anchorX: 0.5, anchorY: 0.5, alpha: 0.4, width: targetBoxSize.width, // Use the target box size variable here height: targetBoxSize.height }); // Create perspective guide elements to enhance 3D effect self.createPerspectiveGuides(); return self; }; // Add perspective guides to enhance 3D effect self.createPerspectiveGuides = function () { self.perspectiveLines = new Container(); self.addChild(self.perspectiveLines); // Create 3D perspective indicator lines in the lane for (var i = 1; i <= 3; i++) { var depth = i * 0.25; // 0.25, 0.5, 0.75 positions var lineSize = targetBoxSize.width * (0.4 + depth * 0.6); // Gets larger as it gets closer var opacity = 0.15 + (1 - depth) * 0.1; // Fades as it gets closer var line = LK.getAsset('targetZone', { anchorX: 0.5, anchorY: 0.5, width: lineSize, height: 5, alpha: opacity }); // Position lines above the target zone line.y = -(400 * depth); self.perspectiveLines.addChild(line); } }; self.update = function () { // Subtle pulsing effect when not active if (!self.active) { self.pulseTimer += 0.05; self.zoneGraphics.alpha = 0.3 + Math.sin(self.pulseTimer) * 0.1; } }; self.activate = function () { if (self.active) { return; } self.active = true; tween(self.zoneGraphics, { alpha: 0.8, scaleX: 1.1, scaleY: 1.1 }, { duration: 100, onFinish: function onFinish() { self.deactivate(); } }); }; self.deactivate = function () { self.active = false; tween(self.zoneGraphics, { alpha: 0.4, scaleX: 1.0, scaleY: 1.0 }, { duration: 200 }); }; self.down = function (x, y, obj) { self.activate(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x111133 }); /**** * Game Code ****/ // Default size, will be overridden when initialized // Game configuration var laneCount = 4; var laneWidth = 2048 / laneCount; var targetBoxSize = { width: 500, height: 400 }; // Adjustable target zone dimensions var noteStartY = -800; // Adjustable starting position for notes, default is 200 above screen center var minNoteSpeed = 5; // Minimum speed of notes at game start var maxNoteSpeed = 40; // Maximum speed notes can reach var speedRampUpTime = 60 * 240; // Time in frames to reach max speed (30 seconds at 60fps) var gameSpeed = minNoteSpeed; // Starting game speed uses minNoteSpeed var currentLevel = 1; var difficultyMultiplier = 1.0; var speedIncreaseInterval = 300; // Frames between speed increases (5 seconds at 60fps) var speedIncreaseAmount = 0.05; // How much to increase speed each interval var speedIncreaseMax = maxNoteSpeed / minNoteSpeed; // Maximum speed multiplier derived from min/max speed var lastSpeedIncreaseTime = 0; // Track last time speed was increased var beatFrequency = 60; // Frames between beat patterns var beatVariance = 10; // Random variation in beat timing var nextBeatFrame = 20; // When to spawn the next beat var perspectiveEnabled = true; // Enable the perspective effect var perspectiveHeight = 2000; // Visual height of the 3D perspective lane // Note spawning configuration var minNotesPerSecond = 0.05; // Minimum notes per second at game start (at 60fps) var maxNotesPerSecond = 2.5; // Maximum notes per second the game can reach var noteRampUpTime = 60 * 480; // Time in frames to reach max notes per second (4 minutes at 60fps) var currentNotesPerSecond = minNotesPerSecond; // Current notes per second rate var noteSpawnCounter = 0; // Counter for note spawning logic // Game state var score = 0; var combo = 0; var maxCombo = 0; var totalNotes = 0; var hitNotes = 0; var missedNotes = 0; // Track notes that passed through the target zone var consecutiveMisses = 0; // Track consecutive misses var consecutiveHits = 0; // Track consecutive hits for feedback messages var hitStreakThreshold = 12; // Number of consecutive hits needed to show feedback var lastFeedbackThreshold = 0; // Last threshold where feedback was shown var maxConsecutiveMissesAllowed = 10; // Maximum consecutive misses allowed before game over - can be adjusted for difficulty var perfectHits = 0; var activeNotes = []; var targetZones = []; var gameStarted = false; var gameOver = false; var highScore = storage.highScore || 0; var hitFeedback; // Container for hit streak feedback messages // UI elements var scoreDisplay; var startText; var backgroundShape; // Add background layers // First add the back background layer var backgroundBackShape = game.addChild(LK.getAsset('backgroundBack', { anchorX: 0, anchorY: 0, width: 2048, height: 2732 })); // Background image removed // Make sure backgroundBackShape is at the bottom of the display stack game.setChildIndex(backgroundBackShape, 0); // Create perspective lanes and target zones function createPerspectiveLane(laneNum) { var container = new Container(); var laneX = laneWidth * (laneNum + 0.5); // Add the lane image var laneImage = LK.getAsset('noteLane', { anchorX: 0.5, anchorY: 0, alpha: 0.6, width: targetBoxSize.width * 0.9 // Make it slightly narrower than target box }); // Position the lane image laneImage.y = 500; // Start position laneImage.height = perspectiveHeight; // Set lane height // Add some subtle perspective effect with gradual fade var gradient = []; for (var i = 1; i <= 5; i++) { var distance = i / 5; // 0.2 to 1.0 var y = 500 + distance * 1800; // Map to y positions var lineOpacity = 0.05 + (1 - distance) * 0.1; // Fade with distance // Create lane markers as subtle horizontal lines var marker = LK.getAsset('targetZone', { anchorX: 0.5, anchorY: 0.5, width: targetBoxSize.width * (0.4 + distance * 0.6), height: 2, alpha: lineOpacity }); marker.y = y; gradient.push(marker); container.addChild(marker); } // Add lane image last so it appears on top of markers container.addChild(laneImage); container.x = laneX; return container; } // Create perspective lanes - use a single lane image background instead of multiple lanes if (perspectiveEnabled) { // Add a single noteLane image spanning the entire width of the game var fullLaneImage = LK.getAsset('noteLane', { anchorX: 0.5, anchorY: 0, alpha: 0.6, width: 2048, // Full game width height: perspectiveHeight }); // Position the lane image fullLaneImage.x = 2048 / 2; // Center horizontally fullLaneImage.y = 500; // Start position game.addChild(fullLaneImage); // Add subtle lane markers to help with visual guidance for (var i = 1; i <= laneCount - 1; i++) { // Create divider lines between lanes var divider = LK.getAsset('targetZone', { anchorX: 0.5, anchorY: 0, width: 2, height: perspectiveHeight, alpha: 0.3 }); divider.x = laneWidth * i; // Position at lane dividers divider.y = 500; game.addChild(divider); } } // Create target zones for (var i = 0; i < laneCount; i++) { var zone = new TargetZone().init(i); zone.x = laneWidth * (i + 0.5); zone.y = 2500; // Bottom of screen targetZones.push(zone); game.addChild(zone); } // Create and position score display scoreDisplay = new ScoreDisplay().init(); scoreDisplay.x = 2048 / 2; scoreDisplay.y = 150; game.addChild(scoreDisplay); // Create hit streak feedback display hitFeedback = new HitFeedback().init(); hitFeedback.x = 2048 / 2; hitFeedback.y = 2732 / 3; // Positioned in the top third of the screen game.addChild(hitFeedback); // Create start text startText = new Text2('Tap to Start', { size: 120, fill: 0xFFFFFF }); startText.anchor.set(0.5, 0.5); startText.x = 2048 / 2; startText.y = 2732 / 2; game.addChild(startText); // Calculate accuracy as a percentage function calculateAccuracy() { // Base case: if no notes have reached the target zone yet if (hitNotes + missedNotes === 0) { return 100; } // Calculate the actual percentage of notes hit versus total notes that passed through the target zone return Math.floor(hitNotes / (hitNotes + missedNotes) * 100); } // Spawn a new note function spawnNote() { var laneNum = Math.floor(Math.random() * laneCount); var noteType = 'normal'; // 20% chance for a "perfect" note, 30% chance for a "good" note var rand = Math.random(); if (rand < 0.2) { noteType = 'perfect'; } else if (rand < 0.5) { noteType = 'good'; } // Use constant speed for all notes, regardless of game progress var noteSpeed = 10; // Reduced constant speed value for lower difficulty var note = new Note().init(noteType, laneNum, noteSpeed); note.x = 2048 / 2; // Start at the center of the screen on x axis note.y = 2732 / 2 + noteStartY; // Start above center of the screen based on noteStartY variable note.targetX = laneWidth * (laneNum + 0.5); // Store target x position // Calculate distance to travel in x axis var xDistance = note.targetX - note.x; // Calculate time to reach target zone based on y distance and speed var timeToTarget = (2500 - (2732 / 2 + noteStartY)) / noteSpeed; // Calculate how much to move per frame to reach target at the same time as reaching target zone note.xSpeed = xDistance / timeToTarget; // No immediate tween - will move gradually in update function // Apply perspective effect if (perspectiveEnabled) { // Start with small scale to create distance effect note.updatePerspective(0); // 0 = far away // Apply entrance animation for perspective effect note.noteGraphics.alpha = 0.4; // Start more transparent // Apply a grow animation to the note as it appears tween(note.noteGraphics, { alpha: 0.9 }, { duration: 300, easing: tween.easeOut }); } activeNotes.push(note); game.addChild(note); totalNotes++; return note; } // Generate beat pattern function generateBeatPattern() { var patternLength = Math.min(4, 1 + Math.floor(currentLevel / 2)); for (var i = 0; i < patternLength; i++) { // Stagger notes based on pattern position LK.setTimeout(function () { if (!gameOver && gameStarted) { spawnNote(); } }, i * (200 / difficultyMultiplier)); } } // Check if a note is in the hit zone function checkNoteHit(laneNum) { var hitZone = targetZones[laneNum]; var hitY = hitZone.y; var hitFound = false; // Find notes in this lane for (var i = 0; i < activeNotes.length; i++) { var note = activeNotes[i]; if (note.lane === laneNum && note.active && !note.scored) { // Check if note is inside target zone bounds var targetTop = hitY - targetBoxSize.height / 2; var targetBottom = hitY + targetBoxSize.height / 2; var isInsideTargetZone = note.y >= targetTop && note.y <= targetBottom; if (isInsideTargetZone) { // Calculate distance from perfect hit position as a percentage of target box height var distance = Math.abs(note.y - hitY); var distancePercent = distance / (targetBoxSize.height / 2); // Different hit zones based on percentage of target box height if (distancePercent < 0.3) { // Perfect hit - center 30% of target zone score += 100; hitNotes++; perfectHits++; note.hit('perfect'); scoreDisplay.showFeedback('perfect'); hitFound = true; // Reset consecutive misses on successful hit consecutiveMisses = 0; // Increment consecutive hits consecutiveHits++; // Show feedback message at each hit streak milestone if (Math.floor(consecutiveHits / hitStreakThreshold) > lastFeedbackThreshold) { lastFeedbackThreshold = Math.floor(consecutiveHits / hitStreakThreshold); hitFeedback.showMessage(consecutiveHits); } break; } else if (distancePercent < 0.7) { // Good hit - middle 40% of target zone score += 50; hitNotes++; note.hit('good'); scoreDisplay.showFeedback('good'); hitFound = true; // Reset consecutive misses on successful hit consecutiveMisses = 0; // Increment consecutive hits consecutiveHits++; // Show feedback message at each hit streak milestone if (Math.floor(consecutiveHits / hitStreakThreshold) > lastFeedbackThreshold) { lastFeedbackThreshold = Math.floor(consecutiveHits / hitStreakThreshold); hitFeedback.showMessage(consecutiveHits); } break; } else { // Within bounds but not centered - early/late hit at edges of target zone score += 10; hitNotes++; note.hit('early'); scoreDisplay.showFeedback('good'); hitFound = true; // Reset consecutive misses on successful hit consecutiveMisses = 0; // Increment consecutive hits consecutiveHits++; // Show feedback message at each hit streak milestone if (Math.floor(consecutiveHits / hitStreakThreshold) > lastFeedbackThreshold) { lastFeedbackThreshold = Math.floor(consecutiveHits / hitStreakThreshold); hitFeedback.showMessage(consecutiveHits); } break; } } } } // If we didn't hit any notes, it's a miss if (!hitFound) { scoreDisplay.showFeedback('miss'); // Note: We don't increment consecutiveMisses here because this is a tap miss, // not a note pass-through miss which is handled in Note.miss() } // Update score display var roundedScore = Math.floor(score); scoreDisplay.updateScore(roundedScore); maxCombo = Math.max(maxCombo, combo); // Check and update high score if (roundedScore > highScore) { highScore = roundedScore; storage.highScore = highScore; scoreDisplay.updateHighScore(highScore); // Flash high score when new record is set if (roundedScore > 0) { scoreDisplay.showFeedback("New High Score!"); LK.effects.flashObject(scoreDisplay.highScoreText, 0xFFFF00, 500); } } // Update accuracy after every note hit var accuracy = calculateAccuracy(); scoreDisplay.updateAccuracy(accuracy); return hitFound; } // Handle tap on a lane function handleLaneTap(laneNum) { if (!gameStarted || gameOver) { return; } targetZones[laneNum].activate(); return checkNoteHit(laneNum); } // Start the game function startGame() { if (gameStarted) { return; } gameStarted = true; game.removeChild(startText); // Reset game state score = 0; combo = 0; maxCombo = 0; totalNotes = 0; hitNotes = 0; missedNotes = 0; // Reset missed notes counter consecutiveMisses = 0; // Reset consecutive misses counter consecutiveHits = 0; // Reset consecutive hits counter lastFeedbackThreshold = 0; // Reset feedback threshold perfectHits = 0; currentLevel = 1; difficultyMultiplier = 1.0; gameSpeed = minNoteSpeed; // Reset base speed to minimum lastSpeedIncreaseTime = 0; // Reset note spawning variables currentNotesPerSecond = minNotesPerSecond; noteSpawnCounter = 0; gameOver = false; // Update UI scoreDisplay.updateScore(score); // Initialize accuracy with default 100% at game start scoreDisplay.updateAccuracy(100); scoreDisplay.updateHighScore(highScore); // Initial speed up message scoreDisplay.showFeedback("Get Ready!"); // Start music LK.playMusic('gameMusic', { fade: { start: 0, end: 1, duration: 1000 } }); // Set the first beat to spawn soon nextBeatFrame = 60; } // Check if game should end (based on time or score) function checkGameOver() { // For demo purposes, end game after reaching level 10 if (currentLevel >= 10 && score >= 10000) { endGame(true); // Win } // Player loses if accuracy drops too low if (totalNotes > 20 && calculateAccuracy() < 40) { endGame(false); // Lose due to low accuracy } // Player loses if they miss too many notes in a row if (consecutiveMisses >= maxConsecutiveMissesAllowed) { endGame(false); // Lose due to too many consecutive misses } } // End the game function endGame(win) { gameOver = true; // Fade out music LK.playMusic('gameMusic', { fade: { start: 1, end: 0, duration: 800 } }); // Save high score to storage if (score > highScore) { highScore = Math.floor(score); storage.highScore = highScore; } // Show game over or win screen based on performance if (win) { LK.showYouWin(); } else { LK.showGameOver(); } } // Handle lane tap detection - we'll divide the screen into lanes function getLaneFromPosition(x) { return Math.floor(x / laneWidth); } // Handle touch events game.down = function (x, y, obj) { if (!gameStarted) { startGame(); } else { var lane = getLaneFromPosition(x); if (lane >= 0 && lane < laneCount) { handleLaneTap(lane); } } }; game.update = function () { if (!gameStarted) { return; } // Update all active notes for (var i = activeNotes.length - 1; i >= 0; i--) { var note = activeNotes[i]; // Remove notes that have been scored and faded out if (!note.active && note.scored) { activeNotes.splice(i, 1); } } // Update target zones for (var j = 0; j < targetZones.length; j++) { targetZones[j].update(); } // Calculate note spawning rate based on progress if (gameStarted && !gameOver) { // Calculate progress for notes per second (separate from speed progress) var progressToMaxNoteRate = Math.min(1.0, LK.ticks / noteRampUpTime); // Calculate new notes per second rate based on progress between min and max currentNotesPerSecond = minNotesPerSecond + (maxNotesPerSecond - minNotesPerSecond) * progressToMaxNoteRate; // Calculate frames between notes based on notes per second var framesBetweenNotes = Math.floor(60 / currentNotesPerSecond); // Spawn notes based on the current rate noteSpawnCounter++; if (noteSpawnCounter >= framesBetweenNotes) { spawnNote(); noteSpawnCounter = 0; // Visual feedback when note rate increases significantly if (LK.ticks % 600 === 0 && progressToMaxNoteRate > 0.2) { scoreDisplay.showFeedback("More Notes!"); } } } // Generate new beat patterns at intervals - this is now supplementary to the base note spawning if (gameStarted && !gameOver) { if (LK.ticks >= nextBeatFrame) { generateBeatPattern(); // Calculate next beat timing with some variance var interval = beatFrequency - currentLevel * 5; interval = Math.max(interval, 30); // Don't go too fast var variance = Math.floor(Math.random() * beatVariance) - beatVariance / 2; nextBeatFrame = LK.ticks + interval + variance; // Increase difficulty over time if (LK.ticks % 600 === 0) { // Every 10 seconds currentLevel++; difficultyMultiplier = 1.0 + currentLevel * 0.2; // Increased from 0.1 to 0.2 for faster speed growth // No longer dynamically increasing speed of existing notes for (var i = 0; i < activeNotes.length; i++) { var note = activeNotes[i]; // We no longer change speed of active notes } } } } // No longer applying speed increases to notes during gameplay if (gameStarted && !gameOver) { // We still calculate this for other game mechanics, but don't apply to note speeds var progressToMaxSpeed = Math.min(1.0, LK.ticks / speedRampUpTime); var newGameSpeed = minNoteSpeed + (maxNoteSpeed - minNoteSpeed) * progressToMaxSpeed; // Only update game speed variable but don't change note speeds if (Math.abs(gameSpeed - newGameSpeed) > 0.1) { // Update game speed for new notes gameSpeed = newGameSpeed; // Visual feedback when speed increases significantly if (LK.ticks % 300 === 0) { scoreDisplay.showFeedback("Speed Up!"); // Flash effect on target zones to indicate increased speed for (var i = 0; i < targetZones.length; i++) { LK.effects.flashObject(targetZones[i], 0xFF4500, 300); } } } } // Check for game over conditions checkGameOver(); // Check if missedNotes exceeds limit for automatic game over if (missedNotes >= 10) { endGame(false); // Lose due to too many missed notes } };
===================================================================
--- original.js
+++ change.js
@@ -949,5 +949,9 @@
}
}
// Check for game over conditions
checkGameOver();
+ // Check if missedNotes exceeds limit for automatic game over
+ if (missedNotes >= 10) {
+ endGame(false); // Lose due to too many missed notes
+ }
};
\ No newline at end of file