Code edit (2 edits merged)
Please save this source code
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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
User prompt
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
User prompt
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
User prompt
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)
Please save this source code
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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
Code edit (1 edits merged)
Please save this source code
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make it increase the speed of the notes overtime ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
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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)
Please save this source code
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore: 0
});
/****
* 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
self.targetX = null; // Target x position for the lane
self.xSpeed = null; // How fast to move horizontally per frame
// 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;
// Move note horizontally towards target lane if xSpeed is defined
if (self.xSpeed) {
// Calculate remaining distance to target
var remainingX = self.targetX - self.x;
// Move towards target, but don't overshoot
if (Math.abs(remainingX) < Math.abs(self.xSpeed)) {
self.x = self.targetX; // Arrived at exact position
} else {
self.x += self.xSpeed; // Move towards target
}
}
// 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 passed through target zone and wasn't scored
var hitY = targetZones[self.lane].y;
var targetBottom = hitY + targetBoxSize.height / 2;
// Track when note passes completely through the target zone
if (self.y > targetBottom + 50 && !self.scored) {
// Note passed through target zone without being hit
self.miss();
}
// Check if note is completely out of bounds and hasn't been scored
else 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;
// Increment missedNotes counter only if the note passed through target zone
var hitY = targetZones[self.lane].y;
var targetTop = hitY - targetBoxSize.height / 2;
var targetBottom = hitY + targetBoxSize.height / 2;
var wasInTargetZone = self.y >= targetTop && self.y <= targetBottom;
if (wasInTargetZone || self.y > targetBottom) {
// Only count as missed if it was in or passed the target zone
missedNotes++;
}
// Update accuracy display when a note is missed
scoreDisplay.updateAccuracy(calculateAccuracy());
scoreDisplay.showFeedback('miss');
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 high score text
self.highScoreText = new Text2('High Score: ' + highScore, {
size: 40,
fill: 0xFFAA00
});
self.highScoreText.anchor.set(0.5, 0);
self.highScoreText.y = 100;
self.addChild(self.highScoreText);
// 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) {
// Color code the accuracy based on performance
var color = "#DDDDDD"; // Default color
if (accuracy >= 90) {
color = "#00FF00"; // Excellent (green)
} else if (accuracy >= 75) {
color = "#FFFF00"; // Good (yellow)
} else if (accuracy >= 50) {
color = "#FFA500"; // Fair (orange)
} else {
color = "#FF0000"; // Poor (red)
}
self.accuracyText.setText('Accuracy: ' + accuracy + '%', {
fill: color
});
};
self.updateHighScore = function (newHighScore) {
self.highScoreText.setText('High Score: ' + newHighScore);
};
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
****/
// Default size, will be overridden when initialized
// Game configuration
var laneCount = 4;
var laneWidth = 2048 / laneCount;
var targetBoxSize = {
width: 500,
height: 400
}; // Adjustable target zone dimensions
var noteStartY = -800; // Adjustable starting position for notes, default is 200 above screen center
var minNoteSpeed = 5; // Minimum speed of notes at game start
var maxNoteSpeed = 40; // Maximum speed notes can reach
var speedRampUpTime = 60 * 180; // Time in frames to reach max speed (30 seconds at 60fps)
var gameSpeed = minNoteSpeed; // Starting game speed uses minNoteSpeed
var currentLevel = 1;
var difficultyMultiplier = 1.0;
var speedIncreaseInterval = 300; // Frames between speed increases (5 seconds at 60fps)
var speedIncreaseAmount = 0.5; // How much to increase speed each interval
var speedIncreaseMax = maxNoteSpeed / minNoteSpeed; // Maximum speed multiplier derived from min/max speed
var lastSpeedIncreaseTime = 0; // Track last time speed was increased
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
// Note density configuration
var minNotesPerLanePerSecond = 0.5; // Minimum notes per lane per second (at 60fps)
var maxNotesPerLanePerSecond = 2.5; // Maximum notes per lane per second (at 60fps)
var noteDensityRampUpTime = 60 * 120; // Time in frames to reach max density (120 seconds at 60fps)
var currentNoteDensity = minNotesPerLanePerSecond; // Current note density, starts at minimum
// Game state
var score = 0;
var combo = 0;
var maxCombo = 0;
var totalNotes = 0;
var hitNotes = 0;
var missedNotes = 0; // Track notes that passed through target zone and were missed
var perfectHits = 0;
var activeNotes = [];
var targetZones = [];
var gameStarted = false;
var gameOver = false;
var highScore = storage.highScore || 0;
// 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
}));
// Background image removed
// Make sure backgroundBackShape is at the bottom of the display stack
game.setChildIndex(backgroundBackShape, 0);
// Create perspective lanes and target zones
function createPerspectiveLane(laneNum) {
var container = new Container();
var laneX = laneWidth * (laneNum + 0.5);
// Add the lane image
var laneImage = LK.getAsset('noteLane', {
anchorX: 0.5,
anchorY: 0,
alpha: 0.6,
width: targetBoxSize.width * 0.9 // Make it slightly narrower than target box
});
// Position the lane image
laneImage.y = 500; // Start position
laneImage.height = perspectiveHeight; // Set lane height
// Add some subtle perspective effect with gradual fade
var gradient = [];
for (var i = 1; i <= 5; i++) {
var distance = i / 5; // 0.2 to 1.0
var y = 500 + distance * 1800; // Map to y positions
var lineOpacity = 0.05 + (1 - distance) * 0.1; // Fade with distance
// Create lane markers as subtle horizontal lines
var marker = LK.getAsset('targetZone', {
anchorX: 0.5,
anchorY: 0.5,
width: targetBoxSize.width * (0.4 + distance * 0.6),
height: 2,
alpha: lineOpacity
});
marker.y = y;
gradient.push(marker);
container.addChild(marker);
}
// Add lane image last so it appears on top of markers
container.addChild(laneImage);
container.x = laneX;
return container;
}
// Create perspective lanes - use a single lane image background instead of multiple lanes
if (perspectiveEnabled) {
// Add a single noteLane image spanning the entire width of the game
var fullLaneImage = LK.getAsset('noteLane', {
anchorX: 0.5,
anchorY: 0,
alpha: 0.6,
width: 2048,
// Full game width
height: perspectiveHeight
});
// Position the lane image
fullLaneImage.x = 2048 / 2; // Center horizontally
fullLaneImage.y = 500; // Start position
game.addChild(fullLaneImage);
// Add subtle lane markers to help with visual guidance
for (var i = 1; i <= laneCount - 1; i++) {
// Create divider lines between lanes
var divider = LK.getAsset('targetZone', {
anchorX: 0.5,
anchorY: 0,
width: 2,
height: perspectiveHeight,
alpha: 0.3
});
divider.x = laneWidth * i; // Position at lane dividers
divider.y = 500;
game.addChild(divider);
}
}
// 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() {
// Base case: if no notes have reached the target zone yet
if (hitNotes + missedNotes === 0) {
return 100;
}
// Calculate the actual percentage of notes hit versus total notes that passed through the target zone
return Math.floor(hitNotes / (hitNotes + missedNotes) * 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';
}
// Use the current game speed (which changes over time) multiplied by difficulty
var noteSpeed = gameSpeed * difficultyMultiplier;
var note = new Note().init(noteType, laneNum, noteSpeed);
note.x = 2048 / 2; // Start at the center of the screen on x axis
note.y = 2732 / 2 + noteStartY; // Start above center of the screen based on noteStartY variable
note.targetX = laneWidth * (laneNum + 0.5); // Store target x position
// Calculate distance to travel in x axis
var xDistance = note.targetX - note.x;
// Calculate time to reach target zone based on y distance and speed
var timeToTarget = (2500 - (2732 / 2 + noteStartY)) / noteSpeed;
// Calculate how much to move per frame to reach target at the same time as reaching target zone
note.xSpeed = xDistance / timeToTarget;
// No immediate tween - will move gradually in update function
// 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() {
// Calculate number of notes based on current density
var notesPerPattern = Math.max(1, Math.floor(currentNoteDensity * laneCount));
// Calculate if we should add extra notes for some lanes
var extraNotes = Math.random() < currentNoteDensity * laneCount - notesPerPattern ? 1 : 0;
var totalNotesThisPattern = notesPerPattern + extraNotes;
// Create an array to track which lanes already have notes in this pattern
var lanesUsed = [];
// Calculate a staggered timing for the notes
var baseDelay = 60 / currentNoteDensity; // Time between notes in frames
for (var i = 0; i < totalNotesThisPattern; i++) {
// Choose a lane that hasn't been used yet if possible
var lane;
if (lanesUsed.length < laneCount) {
do {
lane = Math.floor(Math.random() * laneCount);
} while (lanesUsed.includes(lane));
lanesUsed.push(lane);
} else {
// If all lanes used, just pick a random lane
lane = Math.floor(Math.random() * laneCount);
}
// Stagger notes timing based on density and difficulty
var delay = Math.floor(i * (baseDelay / difficultyMultiplier));
// Add some slight randomness to the timing
delay += Math.floor(Math.random() * 10 - 5);
// Spawn the note with the calculated delay
LK.setTimeout(function (laneNum) {
if (!gameOver && gameStarted) {
var note = spawnNote();
note.lane = laneNum; // Override lane since we selected it specifically
note.targetX = laneWidth * (laneNum + 0.5); // Update target position
// Recalculate xSpeed based on new target
var xDistance = note.targetX - note.x;
var timeToTarget = (2500 - (2732 / 2 + noteStartY)) / note.speed;
note.xSpeed = xDistance / timeToTarget;
}
}, delay, lane);
}
}
// 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
var roundedScore = Math.floor(score);
scoreDisplay.updateScore(roundedScore);
maxCombo = Math.max(maxCombo, combo);
// Check and update high score
if (roundedScore > highScore) {
highScore = roundedScore;
storage.highScore = highScore;
scoreDisplay.updateHighScore(highScore);
// Flash high score when new record is set
if (roundedScore > 0) {
scoreDisplay.showFeedback("New High Score!");
LK.effects.flashObject(scoreDisplay.highScoreText, 0xFFFF00, 500);
}
}
// Update accuracy after every note hit
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;
missedNotes = 0; // Reset missed notes counter
perfectHits = 0;
currentLevel = 1;
difficultyMultiplier = 1.0;
gameSpeed = minNoteSpeed; // Reset base speed to minimum
currentNoteDensity = minNotesPerLanePerSecond; // Reset note density to minimum
lastSpeedIncreaseTime = 0;
gameOver = false;
// Update UI
scoreDisplay.updateScore(score);
// Initialize accuracy with default 100% at game start
scoreDisplay.updateAccuracy(100);
scoreDisplay.updateHighScore(highScore);
// 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
}
});
// Save high score to storage
if (score > highScore) {
highScore = Math.floor(score);
storage.highScore = highScore;
}
// 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 based on game time
if (gameStarted && !gameOver) {
// Calculate progress based on time elapsed since start
var progressToMaxSpeed = Math.min(1.0, LK.ticks / speedRampUpTime);
// Calculate new game speed based on progress between min and max
var newGameSpeed = minNoteSpeed + (maxNoteSpeed - minNoteSpeed) * progressToMaxSpeed;
// Calculate progress for note density increase
var progressToDensity = Math.min(1.0, LK.ticks / noteDensityRampUpTime);
// Calculate new note density based on progress between min and max
var newNoteDensity = minNotesPerLanePerSecond + (maxNotesPerLanePerSecond - minNotesPerLanePerSecond) * progressToDensity;
// Only update if speed or density changed significantly
var speedChanged = Math.abs(gameSpeed - newGameSpeed) > 0.1;
var densityChanged = Math.abs(currentNoteDensity - newNoteDensity) > 0.05;
if (speedChanged || densityChanged) {
// Update game speed and density
gameSpeed = newGameSpeed;
currentNoteDensity = newNoteDensity;
// If note density increased significantly, give visual feedback
if (densityChanged && LK.ticks % 600 === 0) {
scoreDisplay.showFeedback("More Notes!");
}
// Update all active notes with tween for smooth speed transition
for (var k = 0; k < activeNotes.length; k++) {
var activeNote = activeNotes[k];
if (activeNote.active) {
// Apply new speed with smooth tween transition
tween(activeNote, {
speed: gameSpeed * difficultyMultiplier
}, {
duration: 500,
easing: tween.easeInOut
});
}
}
// Visual feedback when speed increases significantly
if (speedChanged && LK.ticks % 300 === 0) {
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
@@ -384,9 +384,9 @@
var gameSpeed = minNoteSpeed; // Starting game speed uses minNoteSpeed
var currentLevel = 1;
var difficultyMultiplier = 1.0;
var speedIncreaseInterval = 300; // Frames between speed increases (5 seconds at 60fps)
-var speedIncreaseAmount = 0.05; // How much to increase speed each interval
+var speedIncreaseAmount = 0.5; // How much to increase speed each interval
var speedIncreaseMax = maxNoteSpeed / minNoteSpeed; // Maximum speed multiplier derived from min/max speed
var lastSpeedIncreaseTime = 0; // Track last time speed was increased
var beatFrequency = 60; // Frames between beat patterns
var beatVariance = 10; // Random variation in beat timing