User prompt
set game over if the player misses 10 notes
User prompt
make the hit feedback messages streak play one of the three sounds at random, hitSound2, hitSound3 and streakSound
User prompt
create two more sounds streakSounds that can play for the hit feedback messages, instead of being just one, it can be one of three at random order
User prompt
create two more sounds that can play for the hit feedback messages, instead of being just one, it can be one of three at random order
User prompt
change the position for the hit feedback messages to be in the top third of the screen
User prompt
Together with the hitStreatk messages add above that message another message saying: "Combo:" +"(number of consecutiveHits)", with the same style of animation color and font
User prompt
why are the perfect notes invisible? set it to visible
User prompt
Together with the hitStreatk messages add above that message another message saying: "Combo:" +"(number of consecutiveHits)", with the same style of animation color and font
Code edit (1 edits merged)
Please save this source code
User prompt
create a variable so I can adjust the hitStreak number that the UI should react to
User prompt
make the notes move slower (decrease the difficulty)
User prompt
make the notes move slower in the y axis, and adapt the x axis movement to match the position of the targetsZone at the position of the target zone
User prompt
make the speed of the disks 2 times slower
User prompt
make it 2 times easier
User prompt
make the movement of the notes in the y axis constant
Code edit (1 edits merged)
Please save this source code
User prompt
create and play a new sound for when the player hit each +5 note streak
User prompt
Add a UI feedback system in the game where, everytime the player successfully hits +5 consecutive notes without missing (example: 5, 10, 15, 20, 25, etc), a message appears in the center of the screen displaying one of the following words: 'WOW!', 'AMAZING!!', 'INCREDIBLE!', 'SPECTACULAR!', 'SUPER!!', 'UNSTOPPABLE!!!'. The message should be bold, dynamic, and visually animated to enhance the feeling of achievement and should appear in the middle of the screen with a golden color, and preferably with a different font ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
it should be game over if its below 40% accuracy or missed the maxConsecutiveMissesAllowed
Code edit (3 edits merged)
Please save this source code
User prompt
add a variable so I can adjust the max number of consecutive misses
User prompt
Make it be game over if it accuracy is below 40% or you miss more than 5 notes in a row
Code edit (1 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 HitFeedback = Container.expand(function () {
var self = Container.call(this);
self.feedbackText = null;
self.messages = ['WOW!', 'AMAZING!!', 'INCREDIBLE!', 'SPECTACULAR!', 'SUPER!!', 'UNSTOPPABLE!!!'];
self.init = function () {
// Create feedback text with golden color
self.feedbackText = new Text2('', {
size: 480,
fill: 0xFFD700,
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
self.feedbackText.anchor.set(0.5, 0.5);
self.addChild(self.feedbackText);
// Initially hide the text
self.feedbackText.alpha = 0;
return self;
};
self.showMessage = function (hitCount) {
// Determine which message to show based on hit count
var index = Math.min(Math.floor(hitCount / 5) - 1, self.messages.length - 1);
if (index < 0) {
return;
} // Don't show anything for less than 5 hits
var message = self.messages[index];
// Play streak sound when milestone hit
LK.getSound('streakSound').play();
// Stop any ongoing animations
tween.stop(self.feedbackText, {
alpha: true,
scaleX: true,
scaleY: true,
rotation: true
});
// Set the text
self.feedbackText.setText(message);
// Reset properties for animation
self.feedbackText.alpha = 0;
self.feedbackText.scale.set(0.5, 0.5);
self.feedbackText.rotation = -0.1;
// Animate in
tween(self.feedbackText, {
alpha: 1,
scaleX: 1.2,
scaleY: 1.2,
rotation: 0.1
}, {
duration: 300,
easing: tween.elasticOut,
onFinish: function onFinish() {
// Hold for a moment
LK.setTimeout(function () {
// Animate out
tween(self.feedbackText, {
alpha: 0,
scaleX: 1.5,
scaleY: 1.5,
rotation: 0
}, {
duration: 400,
easing: tween.easeOut
});
}, 600);
}
});
};
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.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 = 10; // Reduced speed for lower difficulty
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++;
// Increment consecutive misses
consecutiveMisses++;
// Reset consecutive hits and feedback threshold
consecutiveHits = 0;
lastFeedbackThreshold = 0;
}
// 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 * 240; // 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 = 0.05; // 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 spawning configuration
var minNotesPerSecond = 0.05; // Minimum notes per second at game start (at 60fps)
var maxNotesPerSecond = 2.5; // Maximum notes per second the game can reach
var noteRampUpTime = 60 * 480; // Time in frames to reach max notes per second (4 minutes at 60fps)
var currentNotesPerSecond = minNotesPerSecond; // Current notes per second rate
var noteSpawnCounter = 0; // Counter for note spawning logic
// 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 the target zone
var consecutiveMisses = 0; // Track consecutive misses
var consecutiveHits = 0; // Track consecutive hits for feedback messages
var hitStreakThreshold = 12; // Number of consecutive hits needed to show feedback
var lastFeedbackThreshold = 0; // Last threshold where feedback was shown
var maxConsecutiveMissesAllowed = 10; // Maximum consecutive misses allowed before game over - can be adjusted for difficulty
var perfectHits = 0;
var activeNotes = [];
var targetZones = [];
var gameStarted = false;
var gameOver = false;
var highScore = storage.highScore || 0;
var hitFeedback; // Container for hit streak feedback messages
// 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 hit streak feedback display
hitFeedback = new HitFeedback().init();
hitFeedback.x = 2048 / 2;
hitFeedback.y = 2732 / 2; // Center of the screen
game.addChild(hitFeedback);
// 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 constant speed for all notes, regardless of game progress
var noteSpeed = 10; // Reduced constant speed value for lower difficulty
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() {
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;
// Reset consecutive misses on successful hit
consecutiveMisses = 0;
// Increment consecutive hits
consecutiveHits++;
// Show feedback message at each hit streak milestone
if (Math.floor(consecutiveHits / hitStreakThreshold) > lastFeedbackThreshold) {
lastFeedbackThreshold = Math.floor(consecutiveHits / hitStreakThreshold);
hitFeedback.showMessage(consecutiveHits);
}
break;
} else if (distancePercent < 0.7) {
// Good hit - middle 40% of target zone
score += 50;
hitNotes++;
note.hit('good');
scoreDisplay.showFeedback('good');
hitFound = true;
// Reset consecutive misses on successful hit
consecutiveMisses = 0;
// Increment consecutive hits
consecutiveHits++;
// Show feedback message at each hit streak milestone
if (Math.floor(consecutiveHits / hitStreakThreshold) > lastFeedbackThreshold) {
lastFeedbackThreshold = Math.floor(consecutiveHits / hitStreakThreshold);
hitFeedback.showMessage(consecutiveHits);
}
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;
// Reset consecutive misses on successful hit
consecutiveMisses = 0;
// Increment consecutive hits
consecutiveHits++;
// Show feedback message at each hit streak milestone
if (Math.floor(consecutiveHits / hitStreakThreshold) > lastFeedbackThreshold) {
lastFeedbackThreshold = Math.floor(consecutiveHits / hitStreakThreshold);
hitFeedback.showMessage(consecutiveHits);
}
break;
}
}
}
}
// If we didn't hit any notes, it's a miss
if (!hitFound) {
scoreDisplay.showFeedback('miss');
// Note: We don't increment consecutiveMisses here because this is a tap miss,
// not a note pass-through miss which is handled in Note.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
consecutiveMisses = 0; // Reset consecutive misses counter
consecutiveHits = 0; // Reset consecutive hits counter
lastFeedbackThreshold = 0; // Reset feedback threshold
perfectHits = 0;
currentLevel = 1;
difficultyMultiplier = 1.0;
gameSpeed = minNoteSpeed; // Reset base speed to minimum
lastSpeedIncreaseTime = 0;
// Reset note spawning variables
currentNotesPerSecond = minNotesPerSecond;
noteSpawnCounter = 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 due to low accuracy
}
// Player loses if they miss too many notes in a row
if (consecutiveMisses >= maxConsecutiveMissesAllowed) {
endGame(false); // Lose due to too many consecutive misses
}
}
// 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();
}
// Calculate note spawning rate based on progress
if (gameStarted && !gameOver) {
// Calculate progress for notes per second (separate from speed progress)
var progressToMaxNoteRate = Math.min(1.0, LK.ticks / noteRampUpTime);
// Calculate new notes per second rate based on progress between min and max
currentNotesPerSecond = minNotesPerSecond + (maxNotesPerSecond - minNotesPerSecond) * progressToMaxNoteRate;
// Calculate frames between notes based on notes per second
var framesBetweenNotes = Math.floor(60 / currentNotesPerSecond);
// Spawn notes based on the current rate
noteSpawnCounter++;
if (noteSpawnCounter >= framesBetweenNotes) {
spawnNote();
noteSpawnCounter = 0;
// Visual feedback when note rate increases significantly
if (LK.ticks % 600 === 0 && progressToMaxNoteRate > 0.2) {
scoreDisplay.showFeedback("More Notes!");
}
}
}
// Generate new beat patterns at intervals - this is now supplementary to the base note spawning
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
// No longer dynamically increasing speed of existing notes
for (var i = 0; i < activeNotes.length; i++) {
var note = activeNotes[i];
// We no longer change speed of active notes
}
}
}
}
// No longer applying speed increases to notes during gameplay
if (gameStarted && !gameOver) {
// We still calculate this for other game mechanics, but don't apply to note speeds
var progressToMaxSpeed = Math.min(1.0, LK.ticks / speedRampUpTime);
var newGameSpeed = minNoteSpeed + (maxNoteSpeed - minNoteSpeed) * progressToMaxSpeed;
// Only update game speed variable but don't change note speeds
if (Math.abs(gameSpeed - newGameSpeed) > 0.1) {
// Update game speed for new notes
gameSpeed = newGameSpeed;
// Visual feedback when speed increases significantly
if (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
@@ -479,9 +479,9 @@
var hitNotes = 0;
var missedNotes = 0; // Track notes that passed through the target zone
var consecutiveMisses = 0; // Track consecutive misses
var consecutiveHits = 0; // Track consecutive hits for feedback messages
-var hitStreakThreshold = 5; // Number of consecutive hits needed to show feedback
+var hitStreakThreshold = 12; // Number of consecutive hits needed to show feedback
var lastFeedbackThreshold = 0; // Last threshold where feedback was shown
var maxConsecutiveMissesAllowed = 10; // Maximum consecutive misses allowed before game over - can be adjusted for difficulty
var perfectHits = 0;
var activeNotes = [];