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
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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 AnimatedBackground = Container.expand(function () { var self = Container.call(this); self.backgroundShape = null; self.emitter = null; self.pulseIntensity = 0; self.baseColor = 0x111133; self.targetColor = self.baseColor; self.lastTick = 0; self.ripples = []; self.maxRipples = 10; self.init = function () { // Create background self.backgroundShape = self.attachAsset('background', { anchorX: 0, anchorY: 0 }); // Create particle emitter for background effects self.emitter = new particles.Emitter(self); self.emitter.init({ particleCount: 50, particleSize: { min: 5, max: 15 }, lifetime: { min: 2000, max: 4000 }, speed: { min: 0.2, max: 0.8 }, color: [0x3366ff, 0x4477ff, 0x5588ff], alpha: { start: 0.1, end: 0 }, blendMode: 'add', enabled: true }); // Position emitter in center self.emitter.x = 2048 / 2; self.emitter.y = 2732 / 2; return self; }; self.update = function () { // Background color pulsing if (self.pulseIntensity > 0) { self.pulseIntensity *= 0.95; // Interpolate between base color and target color based on pulse intensity var r1 = self.baseColor >> 16 & 0xFF; var g1 = self.baseColor >> 8 & 0xFF; var b1 = self.baseColor & 0xFF; var r2 = self.targetColor >> 16 & 0xFF; var g2 = self.targetColor >> 8 & 0xFF; var b2 = self.targetColor & 0xFF; var r = Math.floor(r1 + (r2 - r1) * self.pulseIntensity); var g = Math.floor(g1 + (g2 - g1) * self.pulseIntensity); var b = Math.floor(b1 + (b2 - b1) * self.pulseIntensity); var color = r << 16 | g << 8 | b; self.backgroundShape.tint = color; } // Update particle emitter self.emitter.update(); // Update ripples for (var i = self.ripples.length - 1; i >= 0; i--) { var ripple = self.ripples[i]; ripple.lifetime -= 1; ripple.scale.x += ripple.speed; ripple.scale.y += ripple.speed; ripple.alpha -= 0.02; if (ripple.lifetime <= 0 || ripple.alpha <= 0) { self.removeChild(ripple); self.ripples.splice(i, 1); } } self.lastTick = LK.ticks; }; self.pulse = function (color, intensity) { self.targetColor = color; self.pulseIntensity = intensity || 1.0; // Adjust particle colors based on pulse var colors = [color, 0xFFFFFF]; if (color === 0x32CD32) { // Green for hit colors = [0x32CD32, 0x88FF88, 0xAAFFAA]; } else if (color === 0xFF4500) { // Orange/red for perfect colors = [0xFF4500, 0xFF8844, 0xFFAA66]; } else if (color === 0x888888) { // Grey for miss colors = [0x666666, 0x888888, 0xAAAAAA]; } self.emitter.setProperty('color', colors); self.emitter.burst(20); }; self.createRipple = function (x, y, color) { // Create a ripple effect at given position if (self.ripples.length >= self.maxRipples) { return; } var ripple = LK.getAsset('targetZone', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3, tint: color }); ripple.x = x; ripple.y = y; ripple.scale.set(0.1, 0.1); ripple.lifetime = 30; ripple.speed = 0.1; self.ripples.push(ripple); self.addChild(ripple); }; 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; // Store last speed for smooth changes self.lastSpeed = 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(); // Create miss effect in background if (game.animatedBackground) { game.animatedBackground.createRipple(self.x, self.y, 0x888888); } // 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); // 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: 300 }; // Adjustable target zone dimensions var gameSpeed = 6; // Increased base speed multiplier (was 5) var currentLevel = 1; var difficultyMultiplier = 1.0; var speedIncreaseInterval = 300; // Frames between speed increases (5 seconds at 60fps) 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 animatedBackground; // Initialize animated background animatedBackground = new AnimatedBackground().init(); game.addChild(animatedBackground); // 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) { // 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'); // Trigger background effect for perfect hit animatedBackground.pulse(0xFF4500, 0.7); animatedBackground.createRipple(note.x, note.y, 0xFF4500); 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'); // Trigger background effect for good hit animatedBackground.pulse(0x32CD32, 0.5); animatedBackground.createRipple(note.x, note.y, 0x32CD32); 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'); // Trigger background effect for early/late hit animatedBackground.pulse(0x32CD32, 0.3); animatedBackground.createRipple(note.x, note.y, 0x32CD32); hitFound = true; break; } } } } // If we didn't hit any notes, it's a miss if (!hitFound) { combo = 0; scoreDisplay.showFeedback('miss'); // Trigger miss effect on background animatedBackground.pulse(0x888888, 0.4); } // 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; gameSpeed = 6; // Reset base speed gameOver = false; // Update UI scoreDisplay.updateScore(score); scoreDisplay.updateCombo(combo); scoreDisplay.updateAccuracy(100); // Initial speed up message scoreDisplay.showFeedback("Get Ready!"); // Start music LK.playMusic('gameMusic', { fade: { start: 0, end: 1, duration: 1000 } }); // Create startup visual effect animatedBackground.pulse(0x3366ff, 1.0); for (var i = 0; i < 4; i++) { var lane = laneWidth * (i + 0.5); LK.setTimeout(function (laneX) { animatedBackground.createRipple(laneX, 2732 / 2, 0x3366ff); }, i * 200, lane); } // 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 the animated background animatedBackground.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 * 0.2; // Increased from 0.1 to 0.2 for faster speed growth // Dynamically increase speed of existing notes for (var i = 0; i < activeNotes.length; i++) { var note = activeNotes[i]; if (note.active) { // Gradually increase speed over 1 second tween(note, { speed: gameSpeed * difficultyMultiplier }, { duration: 1000, easing: tween.easeOut }); } } } } } // Apply continuous speed increase if (gameStarted && !gameOver && LK.ticks % speedIncreaseInterval === 0) { // Small incremental speed increase every few seconds difficultyMultiplier += 0.05; // Visual feedback when speed increases 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(); };
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