User prompt
Remove the all the combo UI
Code edit (2 edits merged)
Please save this source code
User prompt
make the start point on where the notes start appearing 200 above the center the screen, add a variable so i can adjust that as i want aswell
User prompt
Add perspective to the game, make the notes seem as if they come from distance towards the screen and the target boxes
User prompt
Please fix the bug: 'TypeError: tween.colorTo is not a function' in or related to this line: 'tween.colorTo(game, {' Line Number: 583
User prompt
Just animate the colors of the background
User prompt
Please fix the bug: 'particles is not defined' in or related to this line: 'self.emitter = new particles.Emitter(self);' Line Number: 46
User prompt
Please fix the bug: 'particles is not defined' in or related to this line: 'self.emitter = new particles.Emitter(self);' Line Number: 46
User prompt
Please fix the bug: 'particles is not defined' in or related to this line: 'self.emitter = new particles.Emitter(self);' Line Number: 46
User prompt
Please fix the bug: 'particles is not defined' in or related to this line: 'self.emitter = new particles.Emitter(self);' Line Number: 46
User prompt
Please fix the bug: 'particles is not defined' in or related to this line: 'self.emitter = new particles.Emitter(self);' Line Number: 46
User prompt
make the background animated and react to the miss and hit
User prompt
make the background animated like the target zone, and add a variable to choose the colors
User prompt
make the tiles increasingly faster ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Now, divide half of the screen for this mechanic, but the top half add two characters, the player character on the left and an enemy character on the right, add a ground, background
User prompt
Sometimes the buttons are giving a miss when they are inside the target zone, correct that
Code edit (1 edits merged)
Please save this source code
User prompt
Change the target box size variable to be able to adjust its size im x and y
User prompt
Make an variable so i can adjust the size of the target box
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'self.feedbackText.style.fill = color;' Line Number: 214
Code edit (1 edits merged)
Please save this source code
User prompt
Rhythm Reactor
Initial prompt
Make a simple rythm game mechanic, where buttons fall from top of the screen and you have to click in the right timing, in the bottom of the screen will have small semi transparent boxes where the buttons will fall on, and the player has to click when the button is inside the box for the right timing
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
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.init = function (noteType, laneNum, noteSpeed) {
self.type = noteType || 'normal';
self.lane = laneNum || 0;
self.speed = noteSpeed || 10;
// 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
});
return self;
};
self.update = function () {
if (!self.active) {
return;
}
// Move note down
self.y += self.speed;
// Check if note is out of bounds and hasn't been scored
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;
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 combo text
self.comboText = new Text2('Combo: 0', {
size: 60,
fill: 0xFFFFFF
});
self.comboText.anchor.set(0.5, 0);
self.comboText.y = 90;
self.addChild(self.comboText);
// 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);
};
self.updateCombo = function (combo) {
self.comboText.setText('Combo: ' + combo);
// Scale effect on combo update
tween.stop(self.comboText, {
scaleX: true,
scaleY: true
});
self.comboText.scale.set(1.2, 1.2);
tween(self.comboText, {
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.elasticOut
});
};
self.updateAccuracy = function (accuracy) {
self.accuracyText.setText('Accuracy: ' + accuracy + '%');
};
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);
self.feedbackText.style.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.init = function (laneNum) {
self.lane = laneNum || 0;
self.zoneGraphics = self.attachAsset('targetZone', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.4
});
return self;
};
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
****/
// Game configuration
var laneCount = 4;
var laneWidth = 2048 / laneCount;
var gameSpeed = 5; // Base speed multiplier
var currentLevel = 1;
var difficultyMultiplier = 1.0;
var beatFrequency = 60; // Frames between beat patterns
var beatVariance = 10; // Random variation in beat timing
var nextBeatFrame = 20; // When to spawn the next beat
// Game state
var score = 0;
var combo = 0;
var maxCombo = 0;
var totalNotes = 0;
var hitNotes = 0;
var perfectHits = 0;
var activeNotes = [];
var targetZones = [];
var gameStarted = false;
var gameOver = false;
// UI elements
var scoreDisplay;
var startText;
var backgroundShape;
// Add background
backgroundShape = game.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0
}));
// 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 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() {
if (totalNotes === 0) {
return 100;
}
return Math.floor(hitNotes / totalNotes * 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';
}
var noteSpeed = gameSpeed * difficultyMultiplier;
var note = new Note().init(noteType, laneNum, noteSpeed);
note.x = laneWidth * (laneNum + 0.5);
note.y = -50; // Start above the screen
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) {
// Calculate distance from perfect hit position
var distance = Math.abs(note.y - hitY);
// Different hit zones based on distance
if (distance < 30) {
// Perfect hit
score += 100 * (1 + combo / 10);
combo++;
hitNotes++;
perfectHits++;
note.hit('perfect');
scoreDisplay.showFeedback('perfect');
hitFound = true;
break;
} else if (distance < 60) {
// Good hit
score += 50 * (1 + combo / 20);
combo++;
hitNotes++;
note.hit('good');
scoreDisplay.showFeedback('good');
hitFound = true;
break;
} else if (distance < 120 && note.y < hitY) {
// Approaching, but not quite there - early hit
score += 10;
combo++;
hitNotes++;
note.hit('early');
scoreDisplay.showFeedback('good');
hitFound = true;
break;
}
}
}
// If we didn't hit any notes, it's a miss
if (!hitFound) {
combo = 0;
scoreDisplay.showFeedback('miss');
}
// Update score display
scoreDisplay.updateScore(Math.floor(score));
scoreDisplay.updateCombo(combo);
maxCombo = Math.max(maxCombo, combo);
// Update accuracy
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;
perfectHits = 0;
currentLevel = 1;
difficultyMultiplier = 1.0;
gameOver = false;
// Update UI
scoreDisplay.updateScore(score);
scoreDisplay.updateCombo(combo);
scoreDisplay.updateAccuracy(100);
// 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
}
}
// End the game
function endGame(win) {
gameOver = true;
// Fade out music
LK.playMusic('gameMusic', {
fade: {
start: 1,
end: 0,
duration: 800
}
});
// 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();
}
// Generate new beat patterns at intervals
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 * 0.1;
}
}
}
// Check for game over conditions
checkGameOver();
}; ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,544 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+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.init = function (noteType, laneNum, noteSpeed) {
+ self.type = noteType || 'normal';
+ self.lane = laneNum || 0;
+ self.speed = noteSpeed || 10;
+ // 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
+ });
+ return self;
+ };
+ self.update = function () {
+ if (!self.active) {
+ return;
+ }
+ // Move note down
+ self.y += self.speed;
+ // Check if note is out of bounds and hasn't been scored
+ 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;
+ 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 combo text
+ self.comboText = new Text2('Combo: 0', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ self.comboText.anchor.set(0.5, 0);
+ self.comboText.y = 90;
+ self.addChild(self.comboText);
+ // 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);
+ };
+ self.updateCombo = function (combo) {
+ self.comboText.setText('Combo: ' + combo);
+ // Scale effect on combo update
+ tween.stop(self.comboText, {
+ scaleX: true,
+ scaleY: true
+ });
+ self.comboText.scale.set(1.2, 1.2);
+ tween(self.comboText, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 300,
+ easing: tween.elasticOut
+ });
+ };
+ self.updateAccuracy = function (accuracy) {
+ self.accuracyText.setText('Accuracy: ' + accuracy + '%');
+ };
+ 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);
+ self.feedbackText.style.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.init = function (laneNum) {
+ self.lane = laneNum || 0;
+ self.zoneGraphics = self.attachAsset('targetZone', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.4
+ });
+ return self;
+ };
+ 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: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x111133
+});
+
+/****
+* Game Code
+****/
+// Game configuration
+var laneCount = 4;
+var laneWidth = 2048 / laneCount;
+var gameSpeed = 5; // Base speed multiplier
+var currentLevel = 1;
+var difficultyMultiplier = 1.0;
+var beatFrequency = 60; // Frames between beat patterns
+var beatVariance = 10; // Random variation in beat timing
+var nextBeatFrame = 20; // When to spawn the next beat
+// Game state
+var score = 0;
+var combo = 0;
+var maxCombo = 0;
+var totalNotes = 0;
+var hitNotes = 0;
+var perfectHits = 0;
+var activeNotes = [];
+var targetZones = [];
+var gameStarted = false;
+var gameOver = false;
+// UI elements
+var scoreDisplay;
+var startText;
+var backgroundShape;
+// Add background
+backgroundShape = game.addChild(LK.getAsset('background', {
+ anchorX: 0,
+ anchorY: 0
+}));
+// 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 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() {
+ if (totalNotes === 0) {
+ return 100;
+ }
+ return Math.floor(hitNotes / totalNotes * 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';
+ }
+ var noteSpeed = gameSpeed * difficultyMultiplier;
+ var note = new Note().init(noteType, laneNum, noteSpeed);
+ note.x = laneWidth * (laneNum + 0.5);
+ note.y = -50; // Start above the screen
+ 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) {
+ // Calculate distance from perfect hit position
+ var distance = Math.abs(note.y - hitY);
+ // Different hit zones based on distance
+ if (distance < 30) {
+ // Perfect hit
+ score += 100 * (1 + combo / 10);
+ combo++;
+ hitNotes++;
+ perfectHits++;
+ note.hit('perfect');
+ scoreDisplay.showFeedback('perfect');
+ hitFound = true;
+ break;
+ } else if (distance < 60) {
+ // Good hit
+ score += 50 * (1 + combo / 20);
+ combo++;
+ hitNotes++;
+ note.hit('good');
+ scoreDisplay.showFeedback('good');
+ hitFound = true;
+ break;
+ } else if (distance < 120 && note.y < hitY) {
+ // Approaching, but not quite there - early hit
+ score += 10;
+ combo++;
+ hitNotes++;
+ note.hit('early');
+ scoreDisplay.showFeedback('good');
+ hitFound = true;
+ break;
+ }
+ }
+ }
+ // If we didn't hit any notes, it's a miss
+ if (!hitFound) {
+ combo = 0;
+ scoreDisplay.showFeedback('miss');
+ }
+ // Update score display
+ scoreDisplay.updateScore(Math.floor(score));
+ scoreDisplay.updateCombo(combo);
+ maxCombo = Math.max(maxCombo, combo);
+ // Update accuracy
+ 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;
+ perfectHits = 0;
+ currentLevel = 1;
+ difficultyMultiplier = 1.0;
+ gameOver = false;
+ // Update UI
+ scoreDisplay.updateScore(score);
+ scoreDisplay.updateCombo(combo);
+ scoreDisplay.updateAccuracy(100);
+ // 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
+ }
+}
+// End the game
+function endGame(win) {
+ gameOver = true;
+ // Fade out music
+ LK.playMusic('gameMusic', {
+ fade: {
+ start: 1,
+ end: 0,
+ duration: 800
+ }
+ });
+ // 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();
+ }
+ // Generate new beat patterns at intervals
+ 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 * 0.1;
+ }
+ }
+ }
+ // Check for game over conditions
+ checkGameOver();
+};
\ No newline at end of file