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