Code edit (2 edits merged)
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make it increase the ammount of notes overtime, create a variable for the min and max amount of notes it can have per second at 60fps
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'var hitY = targetZones[self.lane].y;' Line Number: 103
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'var hitY = targetZones[self.lane].y;' Line Number: 103
Code edit (2 edits merged)
Please save this source code
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make it increase the ammount of notes in each lane overtime, create a variable for the min and max amount of notes it can have in each lane per second at 60fps
Code edit (1 edits merged)
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make the notes start moving faster earlier. Add an variable for me to edit for the min speed of the note (that is the speed of the notes in the start), and the max speed of the note, and a variable for the time it should take to reach that speed
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calculate the percentage not by the spawned notes but by the notes that passed through the target zone
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Adjust the accuracy mechanic so it adapts through the game session, the more you fail the lower the percentage goes, it should really show the hit notes percentage, make the calculations of all the notes that spawned, the notes the player hit and the notes the player missed and show the percentage
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Now add an highscore feature mechanic ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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now make they slowly move in the x axis in towards its target zone, it should be im the same position in the x axis when it reaches the target zone
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Update spawnNote function to make notes spawn from the center of the screen in x axis
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make the all the notes lane be just one image
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make it increase the speed of the notes overtime ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Now in the X axis, make the all notes spawn from the middle and go in direction towards the target box
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'background' erase this image
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and an image for the notes lane
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make the backgroundBack image occupie the whole screen but be behind every element
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Make them both occupie the whole screen, but be behind every element
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Add an image to be behind the current background image
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Remove the all the combo UI
Code edit (2 edits merged)
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/**** * 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.perspective = 0; // 0 = distance, 1 = close to screen self.baseWidth = 180; // The base width for perspective scaling self.baseHeight = 30; // The base height for perspective scaling self.distanceZ = 0; // Z-coordinate for 3D perspective (0 = far, 1 = close) self.init = function (noteType, laneNum, noteSpeed) { self.type = noteType || 'normal'; self.lane = laneNum || 0; self.speed = noteSpeed || 10; self.distanceZ = 0; // Start far away // Create note graphic based on type var assetId = 'note'; if (self.type === 'perfect') { assetId = 'perfectNote'; } else if (self.type === 'good') { assetId = 'goodNote'; } self.noteGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, alpha: 0.9 }); // Apply initial perspective (start small) self.updatePerspective(0); return self; }; // Update visual perspective based on distance value (0=far, 1=close) self.updatePerspective = function (distanceValue) { self.distanceZ = distanceValue; // Calculate scale based on distance (smaller when far, normal size when close) var scale = 0.3 + distanceValue * 0.7; // Scale from 30% to 100% // Apply scale to note self.noteGraphics.scale.x = scale; self.noteGraphics.scale.y = scale; // Adjust alpha to fade in as it gets closer self.noteGraphics.alpha = 0.5 + distanceValue * 0.5; }; self.update = function () { if (!self.active) { return; } // Move note down self.y += self.speed; // Store last speed for smooth changes self.lastSpeed = self.speed; // Calculate perspective based on y position // Map y position from starting position to target (2500) to 0-1 perspective value var startPos = 2732 / 2 + noteStartY; var targetPos = 2500; var totalDistance = targetPos - startPos; var perspectiveValue = Math.max(0, Math.min(1, (self.y - startPos) / totalDistance)); self.updatePerspective(perspectiveValue); // Check if note 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); // Combo text removed // Create accuracy text self.accuracyText = new Text2('Accuracy: 0%', { size: 40, fill: 0xDDDDDD }); self.accuracyText.anchor.set(0.5, 0); self.accuracyText.y = 160; self.addChild(self.accuracyText); // Create feedback text for "Perfect!", "Good!", "Miss!" self.feedbackText = new Text2('', { size: 90, fill: 0xFFFFFF }); self.feedbackText.anchor.set(0.5, 0.5); self.feedbackText.y = 300; self.addChild(self.feedbackText); return self; }; self.updateScore = function (score) { self.scoreText.setText('Score: ' + score); }; // Combo update method removed self.updateAccuracy = function (accuracy) { 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.perspectiveLines = null; self.init = function (laneNum) { self.lane = laneNum || 0; // Create target zone with 3D perspective appearance self.zoneGraphics = self.attachAsset('targetZone', { anchorX: 0.5, anchorY: 0.5, alpha: 0.4, width: targetBoxSize.width, // Use the target box size variable here height: targetBoxSize.height }); // Create perspective guide elements to enhance 3D effect self.createPerspectiveGuides(); return self; }; // Add perspective guides to enhance 3D effect self.createPerspectiveGuides = function () { self.perspectiveLines = new Container(); self.addChild(self.perspectiveLines); // Create 3D perspective indicator lines in the lane for (var i = 1; i <= 3; i++) { var depth = i * 0.25; // 0.25, 0.5, 0.75 positions var lineSize = targetBoxSize.width * (0.4 + depth * 0.6); // Gets larger as it gets closer var opacity = 0.15 + (1 - depth) * 0.1; // Fades as it gets closer var line = LK.getAsset('targetZone', { anchorX: 0.5, anchorY: 0.5, width: lineSize, height: 5, alpha: opacity }); // Position lines above the target zone line.y = -(400 * depth); self.perspectiveLines.addChild(line); } }; self.update = function () { // Subtle pulsing effect when not active if (!self.active) { self.pulseTimer += 0.05; self.zoneGraphics.alpha = 0.3 + Math.sin(self.pulseTimer) * 0.1; } }; self.activate = function () { if (self.active) { return; } self.active = true; tween(self.zoneGraphics, { alpha: 0.8, scaleX: 1.1, scaleY: 1.1 }, { duration: 100, onFinish: function onFinish() { self.deactivate(); } }); }; self.deactivate = function () { self.active = false; tween(self.zoneGraphics, { alpha: 0.4, scaleX: 1.0, scaleY: 1.0 }, { duration: 200 }); }; self.down = function (x, y, obj) { self.activate(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x111133 }); /**** * Game Code ****/ // Game configuration // Default size, will be overridden when initialized var laneCount = 4; var laneWidth = 2048 / laneCount; var targetBoxSize = { width: 300, height: 160 }; // Adjustable target zone dimensions var noteStartY = -800; // Adjustable starting position for notes, default is 200 above screen center var gameSpeed = 6; // Increased base speed multiplier (was 5) var currentLevel = 1; var difficultyMultiplier = 1.5; 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 var perspectiveEnabled = true; // Enable the perspective effect var perspectiveHeight = 2000; // Visual height of the 3D perspective lane // 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 layers // First add the back background layer var backgroundBackShape = game.addChild(LK.getAsset('backgroundBack', { anchorX: 0, anchorY: 0, width: 2048, height: 2732 })); // Add foreground background on top backgroundShape = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0, width: 2048, height: 2732 })); // Ensure backgrounds are at the bottom of the display list game.setChildIndex(backgroundBackShape, 0); game.setChildIndex(backgroundShape, 1); // Create perspective lanes and target zones function createPerspectiveLane(laneNum) { var container = new Container(); var laneX = laneWidth * (laneNum + 0.5); // Create lane guidelines for perspective effect for (var i = 1; i <= 10; i++) { var distance = i / 10; // 0.1 to 1.0 var y = 500 + distance * 2000; // Map to y positions var width = 5; // Line width var lineOpacity = 0.1 + (1 - distance) * 0.1; // Fade with distance // Create left guideline var leftGuide = LK.getAsset('targetZone', { anchorX: 0.5, anchorY: 0.5, width: width, height: 20, alpha: lineOpacity }); // Create right guideline var rightGuide = LK.getAsset('targetZone', { anchorX: 0.5, anchorY: 0.5, width: width, height: 20, alpha: lineOpacity }); // Calculate line positions based on perspective var perspWidth = targetBoxSize.width * (0.4 + distance * 0.6); leftGuide.x = -(perspWidth / 2); rightGuide.x = perspWidth / 2; leftGuide.y = rightGuide.y = y; container.addChild(leftGuide); container.addChild(rightGuide); } container.x = laneX; return container; } // Create perspective lanes if (perspectiveEnabled) { for (var i = 0; i < laneCount; i++) { game.addChild(createPerspectiveLane(i)); } } // 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 = 2732 / 2 + noteStartY; // Start above center of the screen based on noteStartY variable // Apply perspective effect if (perspectiveEnabled) { // Start with small scale to create distance effect note.updatePerspective(0); // 0 = far away // Apply entrance animation for perspective effect note.noteGraphics.alpha = 0.4; // Start more transparent // Apply a grow animation to the note as it appears tween(note.noteGraphics, { alpha: 0.9 }, { duration: 300, easing: tween.easeOut }); } activeNotes.push(note); game.addChild(note); totalNotes++; return note; } // Generate beat pattern function generateBeatPattern() { var patternLength = Math.min(4, 1 + Math.floor(currentLevel / 2)); for (var i = 0; i < patternLength; i++) { // Stagger notes based on pattern position LK.setTimeout(function () { if (!gameOver && gameStarted) { spawnNote(); } }, i * (200 / difficultyMultiplier)); } } // Check if a note is in the hit zone function checkNoteHit(laneNum) { var hitZone = targetZones[laneNum]; var hitY = hitZone.y; var hitFound = false; // Find notes in this lane for (var i = 0; i < activeNotes.length; i++) { var note = activeNotes[i]; if (note.lane === laneNum && note.active && !note.scored) { // Check if note is inside target zone bounds var targetTop = hitY - targetBoxSize.height / 2; var targetBottom = hitY + targetBoxSize.height / 2; var isInsideTargetZone = note.y >= targetTop && note.y <= targetBottom; if (isInsideTargetZone) { // Calculate distance from perfect hit position as a percentage of target box height var distance = Math.abs(note.y - hitY); var distancePercent = distance / (targetBoxSize.height / 2); // Different hit zones based on percentage of target box height if (distancePercent < 0.3) { // Perfect hit - center 30% of target zone score += 100; hitNotes++; perfectHits++; note.hit('perfect'); scoreDisplay.showFeedback('perfect'); hitFound = true; break; } else if (distancePercent < 0.7) { // Good hit - middle 40% of target zone score += 50; 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; hitNotes++; note.hit('early'); scoreDisplay.showFeedback('good'); hitFound = true; break; } } } } // If we didn't hit any notes, it's a miss if (!hitFound) { scoreDisplay.showFeedback('miss'); } // Update score display scoreDisplay.updateScore(Math.floor(score)); 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.updateAccuracy(100); // Initial speed up message scoreDisplay.showFeedback("Get Ready!"); // Start music LK.playMusic('gameMusic', { fade: { start: 0, end: 1, duration: 1000 } }); // Set the first beat to spawn soon nextBeatFrame = 60; } // Check if game should end (based on time or score) function checkGameOver() { // For demo purposes, end game after reaching level 10 if (currentLevel >= 10 && score >= 10000) { endGame(true); // Win } // Player loses if accuracy drops too low if (totalNotes > 20 && calculateAccuracy() < 40) { endGame(false); // Lose } } // 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 * 0.2; // 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(); };
===================================================================
--- original.js
+++ change.js
@@ -347,15 +347,22 @@
// Add background layers
// First add the back background layer
var backgroundBackShape = game.addChild(LK.getAsset('backgroundBack', {
anchorX: 0,
- anchorY: 0
+ anchorY: 0,
+ width: 2048,
+ height: 2732
}));
// Add foreground background on top
backgroundShape = game.addChild(LK.getAsset('background', {
anchorX: 0,
- anchorY: 0
+ anchorY: 0,
+ width: 2048,
+ height: 2732
}));
+// Ensure backgrounds are at the bottom of the display list
+game.setChildIndex(backgroundBackShape, 0);
+game.setChildIndex(backgroundShape, 1);
// Create perspective lanes and target zones
function createPerspectiveLane(laneNum) {
var container = new Container();
var laneX = laneWidth * (laneNum + 0.5);