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 Background = Container.expand(function () { var self = Container.call(this); self.init = function () { // Sky self.skyGraphics = self.attachAsset('sky', { anchorX: 0, anchorY: 0, width: 2048, height: 1366, color: 0x87CEEB }); // Add some clouds for (var i = 0; i < 5; i++) { var cloud = self.attachAsset('cloud' + i, { anchorX: 0.5, anchorY: 0.5, width: 200 + Math.random() * 300, height: 100 + Math.random() * 100, x: Math.random() * 2048, y: 200 + Math.random() * 600, color: 0xFFFFFF, alpha: 0.7 + Math.random() * 0.3, shape: 'ellipse' }); } return self; }; self.update = function () { // Move clouds slowly for (var i = 0; i < 5; i++) { var cloud = self.getChildAt(i + 1); // Sky is at index 0 cloud.x -= 0.3; if (cloud.x < -cloud.width / 2) { cloud.x = 2048 + cloud.width / 2; } } }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); self.init = function () { self.enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 1.0, width: 220, height: 320, color: 0xff3366 }); self.animationFrame = Math.PI; // Start out of phase with player return self; }; self.update = function () { // Simple idle animation slightly different than player self.animationFrame += 0.07; self.enemyGraphics.scale.y = 0.95 + Math.sin(self.animationFrame) * 0.05; self.enemyGraphics.scale.x = 0.95 + Math.cos(self.animationFrame) * 0.03; }; 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.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 Platform = Container.expand(function () { var self = Container.call(this); self.init = function (width, height) { self.platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.0, width: width || 2048, height: height || 50, color: 0x663322 }); return self; }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); self.init = function () { self.playerGraphics = self.attachAsset('character', { anchorX: 0.5, anchorY: 1.0, width: 200, height: 300, color: 0x3366ff }); self.idle = true; self.animationFrame = 0; return self; }; self.update = function () { // Simple idle animation self.animationFrame += 0.05; self.playerGraphics.scale.y = 0.95 + Math.sin(self.animationFrame) * 0.05; }; 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); // 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.init = function (laneNum) { self.lane = laneNum || 0; 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 }); 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 // Default size, will be overridden when initialized var laneCount = 4; var laneWidth = 2048 / laneCount; var targetBoxSize = { width: 300, height: 80 }; // Adjustable target zone dimensions 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 // Screen layout var topSceneHeight = 1366; // Half the screen (2732/2) var bottomSceneHeight = 2732 - topSceneHeight; // 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; // Character scene elements var playerChar; var enemyChar; var groundPlatform; var sceneBackground; // UI elements var scoreDisplay; var startText; var backgroundShape; var gameBackdrop; // Add background for top scene (character scene) sceneBackground = new Background().init(); sceneBackground.y = 0; game.addChild(sceneBackground); // Add game backdrop for bottom scene (rhythm game) gameBackdrop = game.addChild(LK.getAsset('gameBackdrop', { anchorX: 0, anchorY: 0, y: topSceneHeight })); // Add ground platform for character scene groundPlatform = new Platform().init(2048, 50); groundPlatform.x = 2048 / 2; groundPlatform.y = topSceneHeight - 50; game.addChild(groundPlatform); // Add player character playerChar = new Player().init(); playerChar.x = 2048 / 4; playerChar.y = topSceneHeight - 50; game.addChild(playerChar); // Add enemy character enemyChar = new Enemy().init(); enemyChar.x = 2048 - 2048 / 4; enemyChar.y = topSceneHeight - 50; game.addChild(enemyChar); // Create target zones for (var i = 0; i < laneCount; i++) { var zone = new TargetZone().init(i); zone.x = laneWidth * (i + 0.5); zone.y = topSceneHeight + bottomSceneHeight - 200; // Near bottom of screen, in rhythm game area targetZones.push(zone); game.addChild(zone); } // Create and position score display scoreDisplay = new ScoreDisplay().init(); scoreDisplay.x = 2048 / 2; scoreDisplay.y = topSceneHeight + 150; // Position in rhythm game section 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 = topSceneHeight + bottomSceneHeight / 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 = topSceneHeight; // Start at the top of rhythm game section 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 * (1 + combo / 10); combo++; hitNotes++; perfectHits++; note.hit('perfect'); scoreDisplay.showFeedback('perfect'); hitFound = true; break; } else if (distancePercent < 0.7) { // Good hit - middle 40% of target zone score += 50 * (1 + combo / 20); combo++; hitNotes++; note.hit('good'); scoreDisplay.showFeedback('good'); hitFound = true; break; } else { // Within bounds but not centered - early/late hit at edges of target zone 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 () { // Always update characters and background, even if game not started playerChar.update(); enemyChar.update(); sceneBackground.update(); 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
@@ -6,8 +6,68 @@
/****
* Classes
****/
+var Background = Container.expand(function () {
+ var self = Container.call(this);
+ self.init = function () {
+ // Sky
+ self.skyGraphics = self.attachAsset('sky', {
+ anchorX: 0,
+ anchorY: 0,
+ width: 2048,
+ height: 1366,
+ color: 0x87CEEB
+ });
+ // Add some clouds
+ for (var i = 0; i < 5; i++) {
+ var cloud = self.attachAsset('cloud' + i, {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 200 + Math.random() * 300,
+ height: 100 + Math.random() * 100,
+ x: Math.random() * 2048,
+ y: 200 + Math.random() * 600,
+ color: 0xFFFFFF,
+ alpha: 0.7 + Math.random() * 0.3,
+ shape: 'ellipse'
+ });
+ }
+ return self;
+ };
+ self.update = function () {
+ // Move clouds slowly
+ for (var i = 0; i < 5; i++) {
+ var cloud = self.getChildAt(i + 1); // Sky is at index 0
+ cloud.x -= 0.3;
+ if (cloud.x < -cloud.width / 2) {
+ cloud.x = 2048 + cloud.width / 2;
+ }
+ }
+ };
+ return self;
+});
+var Enemy = Container.expand(function () {
+ var self = Container.call(this);
+ self.init = function () {
+ self.enemyGraphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 1.0,
+ width: 220,
+ height: 320,
+ color: 0xff3366
+ });
+ self.animationFrame = Math.PI; // Start out of phase with player
+ return self;
+ };
+ self.update = function () {
+ // Simple idle animation slightly different than player
+ self.animationFrame += 0.07;
+ self.enemyGraphics.scale.y = 0.95 + Math.sin(self.animationFrame) * 0.05;
+ self.enemyGraphics.scale.x = 0.95 + Math.cos(self.animationFrame) * 0.03;
+ };
+ 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
@@ -114,8 +174,43 @@
});
};
return self;
});
+var Platform = Container.expand(function () {
+ var self = Container.call(this);
+ self.init = function (width, height) {
+ self.platformGraphics = self.attachAsset('platform', {
+ anchorX: 0.5,
+ anchorY: 0.0,
+ width: width || 2048,
+ height: height || 50,
+ color: 0x663322
+ });
+ return self;
+ };
+ return self;
+});
+var Player = Container.expand(function () {
+ var self = Container.call(this);
+ self.init = function () {
+ self.playerGraphics = self.attachAsset('character', {
+ anchorX: 0.5,
+ anchorY: 1.0,
+ width: 200,
+ height: 300,
+ color: 0x3366ff
+ });
+ self.idle = true;
+ self.animationFrame = 0;
+ return self;
+ };
+ self.update = function () {
+ // Simple idle animation
+ self.animationFrame += 0.05;
+ self.playerGraphics.scale.y = 0.95 + Math.sin(self.animationFrame) * 0.05;
+ };
+ return self;
+});
var ScoreDisplay = Container.expand(function () {
var self = Container.call(this);
self.scoreText = null;
self.comboText = null;
@@ -286,16 +381,19 @@
var laneCount = 4;
var laneWidth = 2048 / laneCount;
var targetBoxSize = {
width: 300,
- height: 300
+ height: 80
}; // Adjustable target zone dimensions
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
+// Screen layout
+var topSceneHeight = 1366; // Half the screen (2732/2)
+var bottomSceneHeight = 2732 - topSceneHeight;
// Game state
var score = 0;
var combo = 0;
var maxCombo = 0;
@@ -305,38 +403,64 @@
var activeNotes = [];
var targetZones = [];
var gameStarted = false;
var gameOver = false;
+// Character scene elements
+var playerChar;
+var enemyChar;
+var groundPlatform;
+var sceneBackground;
// UI elements
var scoreDisplay;
var startText;
var backgroundShape;
-// Add background
-backgroundShape = game.addChild(LK.getAsset('background', {
+var gameBackdrop;
+// Add background for top scene (character scene)
+sceneBackground = new Background().init();
+sceneBackground.y = 0;
+game.addChild(sceneBackground);
+// Add game backdrop for bottom scene (rhythm game)
+gameBackdrop = game.addChild(LK.getAsset('gameBackdrop', {
anchorX: 0,
- anchorY: 0
+ anchorY: 0,
+ y: topSceneHeight
}));
+// Add ground platform for character scene
+groundPlatform = new Platform().init(2048, 50);
+groundPlatform.x = 2048 / 2;
+groundPlatform.y = topSceneHeight - 50;
+game.addChild(groundPlatform);
+// Add player character
+playerChar = new Player().init();
+playerChar.x = 2048 / 4;
+playerChar.y = topSceneHeight - 50;
+game.addChild(playerChar);
+// Add enemy character
+enemyChar = new Enemy().init();
+enemyChar.x = 2048 - 2048 / 4;
+enemyChar.y = topSceneHeight - 50;
+game.addChild(enemyChar);
// 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
+ zone.y = topSceneHeight + bottomSceneHeight - 200; // Near bottom of screen, in rhythm game area
targetZones.push(zone);
game.addChild(zone);
}
// Create and position score display
scoreDisplay = new ScoreDisplay().init();
scoreDisplay.x = 2048 / 2;
-scoreDisplay.y = 150;
+scoreDisplay.y = topSceneHeight + 150; // Position in rhythm game section
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;
+startText.y = topSceneHeight + bottomSceneHeight / 2;
game.addChild(startText);
// Calculate accuracy as a percentage
function calculateAccuracy() {
if (totalNotes === 0) {
@@ -357,9 +481,9 @@
}
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
+ note.y = topSceneHeight; // Start at the top of rhythm game section
activeNotes.push(note);
game.addChild(note);
totalNotes++;
return note;
@@ -524,8 +648,12 @@
}
}
};
game.update = function () {
+ // Always update characters and background, even if game not started
+ playerChar.update();
+ enemyChar.update();
+ sceneBackground.update();
if (!gameStarted) {
return;
}
// Update all active notes