User prompt
make the menu appear after the final score disapears (5 seconds after it appears) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make the hitzone alpha 0 when in the main menu and 1 once a song is selected ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Reduce AI notes from 25% to 10% of player pattern length
User prompt
make the notes bigger when they enter the hit zone ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add a music track for 8 bit
User prompt
add a button for hip hop song
User prompt
use 5 tracks instead of 8
User prompt
replace the text rythm echo challenge by the title asset
User prompt
add less notes in the ai part
User prompt
remove the final score 5 seconds after we are back to the main screen ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
associate each music to their respective button
User prompt
make sure the background is centered
User prompt
when the song is over, show the player their score and send them back to the main menu
Code edit (1 edits merged)
Please save this source code
User prompt
Rhythm Echo Challenge
Initial prompt
I want to make a game where the user uses buttons to select his songs, and on the first pass of the song they tap the sequence of notes and on the second pass of the song, they have to redo their own pattern. On the third pass of the song, I want Ava to add some extra taps on random to the pattern that the user had entered. When the notes come down the screen, I want them to go down following the bpm of the selected song.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Note = Container.expand(function (beat, track) { var self = Container.call(this); var noteGraphics = self.attachAsset('note', { anchorX: 0.5, anchorY: 0.5 }); self.beat = beat; self.track = track; self.speed = 4; self.hit = false; self.missed = false; self.update = function () { self.y += self.speed; // Check if note passed hit zone without being hit if (!self.hit && !self.missed && self.y > hitZoneY + 100) { self.missed = true; missedNotes++; } }; return self; }); var SongButton = Container.expand(function (songId, songName, yPos) { var self = Container.call(this); var buttonBg = self.attachAsset('songButton', { anchorX: 0.5, anchorY: 0.5 }); var buttonText = new Text2(songName, { size: 40, fill: '#FFFFFF' }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.songId = songId; self.x = 1024; self.y = yPos; self.down = function (x, y, obj) { selectSong(self.songId); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1A1A2E }); /**** * Game Code ****/ // Game states var GAME_STATE = { SONG_SELECT: 0, PATTERN_CREATE: 1, PATTERN_RECREATE: 2, AI_CHALLENGE: 3, GAME_OVER: 4 }; var currentState = GAME_STATE.SONG_SELECT; var selectedSong = null; var currentMusic = null; // Pattern data var playerPattern = []; var currentPattern = []; var patternStartTime = 0; var passNumber = 1; // Timing variables var bpm = 120; var beatDuration = 60000 / bpm; // milliseconds per beat var songStartTime = 0; var lastBeatTime = 0; // Game objects var notes = []; var tracks = []; var hitZones = []; var uiElements = []; // Scoring var score = 0; var hitNotes = 0; var missedNotes = 0; // Track positions var trackPositions = [400, 600, 800, 1000, 1200, 1400, 1648]; var hitZoneY = 2200; // UI Text elements var titleText = new Text2('Rhythm Echo Challenge', { size: 80, fill: '#FFFFFF' }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 300; var instructionText = new Text2('Select a Song', { size: 50, fill: '#ECFF86' }); instructionText.anchor.set(0.5, 0.5); instructionText.x = 1024; instructionText.y = 500; var scoreText = new Text2('Score: 0', { size: 60, fill: '#FFFFFF' }); scoreText.anchor.set(0.5, 0); var passText = new Text2('Pass 1/3', { size: 40, fill: '#FFFFFF' }); passText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); LK.gui.topRight.addChild(passText); passText.x = -150; passText.y = 20; // Initialize game elements function initializeGame() { // Create background var bg = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0 })); // Create tracks for (var i = 0; i < trackPositions.length; i++) { var track = game.addChild(LK.getAsset('trackLine', { anchorX: 0.5, anchorY: 0, x: trackPositions[i], y: 0 })); track.alpha = 0.3; tracks.push(track); } // Create hit zones for (var i = 0; i < trackPositions.length; i++) { var hitZone = game.addChild(LK.getAsset('hitZone', { anchorX: 0.5, anchorY: 0.5, x: trackPositions[i], y: hitZoneY })); hitZone.alpha = 0.6; hitZones.push(hitZone); } showSongSelection(); } function showSongSelection() { currentState = GAME_STATE.SONG_SELECT; game.addChild(titleText); game.addChild(instructionText); // Create song buttons var songButton1 = game.addChild(new SongButton('song1', 'Electronic Beat', 700)); var songButton2 = game.addChild(new SongButton('song2', 'Rock Anthem', 820)); var songButton3 = game.addChild(new SongButton('song3', 'Jazz Fusion', 940)); uiElements.push(songButton1, songButton2, songButton3); } function selectSong(songId) { selectedSong = songId; // Clear UI elements for (var i = 0; i < uiElements.length; i++) { uiElements[i].destroy(); } uiElements = []; titleText.destroy(); instructionText.destroy(); startPatternCreation(); } function startPatternCreation() { currentState = GAME_STATE.PATTERN_CREATE; passNumber = 1; updatePassText(); var createText = new Text2('Tap to create your rhythm pattern!', { size: 50, fill: '#ECFF86' }); createText.anchor.set(0.5, 0.5); createText.x = 1024; createText.y = 400; game.addChild(createText); uiElements.push(createText); // Start music currentMusic = selectedSong; LK.playMusic(selectedSong); songStartTime = Date.now(); patternStartTime = songStartTime; playerPattern = []; // Auto advance after 30 seconds LK.setTimeout(function () { if (currentState === GAME_STATE.PATTERN_CREATE) { startPatternRecreation(); } }, 30000); } function startPatternRecreation() { currentState = GAME_STATE.PATTERN_RECREATE; passNumber = 2; updatePassText(); // Clear UI for (var i = 0; i < uiElements.length; i++) { uiElements[i].destroy(); } uiElements = []; var recreateText = new Text2('Recreate your pattern!', { size: 50, fill: '#ECFF86' }); recreateText.anchor.set(0.5, 0.5); recreateText.x = 1024; recreateText.y = 400; game.addChild(recreateText); uiElements.push(recreateText); // Restart music and prepare pattern LK.stopMusic(); LK.setTimeout(function () { LK.playMusic(selectedSong); songStartTime = Date.now(); currentPattern = playerPattern.slice(); spawnNotesForPattern(); }, 1000); // Auto advance after pattern completion + buffer LK.setTimeout(function () { if (currentState === GAME_STATE.PATTERN_RECREATE) { startAIChallenge(); } }, 35000); } function startAIChallenge() { currentState = GAME_STATE.AI_CHALLENGE; passNumber = 3; updatePassText(); // Clear UI for (var i = 0; i < uiElements.length; i++) { uiElements[i].destroy(); } uiElements = []; var challengeText = new Text2('AI Enhanced Challenge!', { size: 50, fill: '#FF6B6B' }); challengeText.anchor.set(0.5, 0.5); challengeText.x = 1024; challengeText.y = 400; game.addChild(challengeText); uiElements.push(challengeText); // Add AI beats to pattern var enhancedPattern = playerPattern.slice(); var aiBeats = Math.floor(playerPattern.length * 0.5); // Add 50% more beats for (var i = 0; i < aiBeats; i++) { var randomTime = Math.random() * 30000; // Random time within 30 seconds var randomTrack = Math.floor(Math.random() * trackPositions.length); enhancedPattern.push({ time: randomTime, track: randomTrack, isAI: true }); } // Sort by time enhancedPattern.sort(function (a, b) { return a.time - b.time; }); // Restart music LK.stopMusic(); LK.setTimeout(function () { LK.playMusic(selectedSong); songStartTime = Date.now(); currentPattern = enhancedPattern; spawnNotesForPattern(); }, 1000); // Auto end after completion LK.setTimeout(function () { if (currentState === GAME_STATE.AI_CHALLENGE) { endGame(); } }, 40000); } function spawnNotesForPattern() { for (var i = 0; i < currentPattern.length; i++) { var beat = currentPattern[i]; var spawnTime = beat.time - 2000; // Spawn 2 seconds before hit time LK.setTimeout(function (beatData) { return function () { if (currentState === GAME_STATE.PATTERN_RECREATE || currentState === GAME_STATE.AI_CHALLENGE) { var note = new Note(beatData, beatData.track); note.x = trackPositions[beatData.track]; note.y = -50; if (beatData.isAI) { note.attachAsset('note', {}).tint = 0xFF6B6B; // Red for AI beats } game.addChild(note); notes.push(note); } }; }(beat), Math.max(0, spawnTime)); } } function updatePassText() { passText.setText('Pass ' + passNumber + '/3'); } function updateScore(points) { score += points; scoreText.setText('Score: ' + score); } function endGame() { currentState = GAME_STATE.GAME_OVER; LK.stopMusic(); var accuracy = hitNotes > 0 ? Math.round(hitNotes / (hitNotes + missedNotes) * 100) : 0; if (accuracy >= 80) { LK.setScore(score); LK.showYouWin(); } else { LK.showGameOver(); } } function handleTap(x, y) { var currentTime = Date.now(); if (currentState === GAME_STATE.PATTERN_CREATE) { // Record tap in pattern var relativeTime = currentTime - patternStartTime; var nearestTrack = findNearestTrack(x); playerPattern.push({ time: relativeTime, track: nearestTrack, isAI: false }); LK.getSound('tap').play(); // Visual feedback var hitZone = hitZones[nearestTrack]; tween(hitZone, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100 }); tween(hitZone, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } else if (currentState === GAME_STATE.PATTERN_RECREATE || currentState === GAME_STATE.AI_CHALLENGE) { // Check for note hits var nearestTrack = findNearestTrack(x); var hitNote = null; var minDistance = Infinity; for (var i = 0; i < notes.length; i++) { var note = notes[i]; if (!note.hit && !note.missed && note.track === nearestTrack) { var distance = Math.abs(note.y - hitZoneY); if (distance < minDistance && distance < 100) { minDistance = distance; hitNote = note; } } } if (hitNote) { hitNote.hit = true; hitNotes++; var points = Math.max(10, 100 - Math.floor(minDistance)); updateScore(points); LK.getSound('hit').play(); // Visual feedback tween(hitNote, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 200 }); LK.setTimeout(function () { if (hitNote && hitNote.parent) { hitNote.destroy(); var index = notes.indexOf(hitNote); if (index > -1) notes.splice(index, 1); } }, 200); } else { LK.getSound('miss').play(); } } } function findNearestTrack(x) { var minDistance = Infinity; var nearestTrack = 0; for (var i = 0; i < trackPositions.length; i++) { var distance = Math.abs(x - trackPositions[i]); if (distance < minDistance) { minDistance = distance; nearestTrack = i; } } return nearestTrack; } // Event handlers game.down = function (x, y, obj) { handleTap(x, y); }; game.update = function () { // Update notes for (var i = notes.length - 1; i >= 0; i--) { var note = notes[i]; // Remove notes that are off screen if (note.y > 2800) { note.destroy(); notes.splice(i, 1); } } // Check for missed notes and update score display if (LK.ticks % 60 === 0) { // Update every second scoreText.setText('Score: ' + score); } }; // Initialize the game initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,423 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+var Note = Container.expand(function (beat, track) {
+ var self = Container.call(this);
+ var noteGraphics = self.attachAsset('note', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.beat = beat;
+ self.track = track;
+ self.speed = 4;
+ self.hit = false;
+ self.missed = false;
+ self.update = function () {
+ self.y += self.speed;
+ // Check if note passed hit zone without being hit
+ if (!self.hit && !self.missed && self.y > hitZoneY + 100) {
+ self.missed = true;
+ missedNotes++;
+ }
+ };
+ return self;
+});
+var SongButton = Container.expand(function (songId, songName, yPos) {
+ var self = Container.call(this);
+ var buttonBg = self.attachAsset('songButton', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var buttonText = new Text2(songName, {
+ size: 40,
+ fill: '#FFFFFF'
+ });
+ buttonText.anchor.set(0.5, 0.5);
+ self.addChild(buttonText);
+ self.songId = songId;
+ self.x = 1024;
+ self.y = yPos;
+ self.down = function (x, y, obj) {
+ selectSong(self.songId);
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x1A1A2E
+});
+
+/****
+* Game Code
+****/
+// Game states
+var GAME_STATE = {
+ SONG_SELECT: 0,
+ PATTERN_CREATE: 1,
+ PATTERN_RECREATE: 2,
+ AI_CHALLENGE: 3,
+ GAME_OVER: 4
+};
+var currentState = GAME_STATE.SONG_SELECT;
+var selectedSong = null;
+var currentMusic = null;
+// Pattern data
+var playerPattern = [];
+var currentPattern = [];
+var patternStartTime = 0;
+var passNumber = 1;
+// Timing variables
+var bpm = 120;
+var beatDuration = 60000 / bpm; // milliseconds per beat
+var songStartTime = 0;
+var lastBeatTime = 0;
+// Game objects
+var notes = [];
+var tracks = [];
+var hitZones = [];
+var uiElements = [];
+// Scoring
+var score = 0;
+var hitNotes = 0;
+var missedNotes = 0;
+// Track positions
+var trackPositions = [400, 600, 800, 1000, 1200, 1400, 1648];
+var hitZoneY = 2200;
+// UI Text elements
+var titleText = new Text2('Rhythm Echo Challenge', {
+ size: 80,
+ fill: '#FFFFFF'
+});
+titleText.anchor.set(0.5, 0.5);
+titleText.x = 1024;
+titleText.y = 300;
+var instructionText = new Text2('Select a Song', {
+ size: 50,
+ fill: '#ECFF86'
+});
+instructionText.anchor.set(0.5, 0.5);
+instructionText.x = 1024;
+instructionText.y = 500;
+var scoreText = new Text2('Score: 0', {
+ size: 60,
+ fill: '#FFFFFF'
+});
+scoreText.anchor.set(0.5, 0);
+var passText = new Text2('Pass 1/3', {
+ size: 40,
+ fill: '#FFFFFF'
+});
+passText.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreText);
+LK.gui.topRight.addChild(passText);
+passText.x = -150;
+passText.y = 20;
+// Initialize game elements
+function initializeGame() {
+ // Create background
+ var bg = game.addChild(LK.getAsset('background', {
+ anchorX: 0,
+ anchorY: 0,
+ x: 0,
+ y: 0
+ }));
+ // Create tracks
+ for (var i = 0; i < trackPositions.length; i++) {
+ var track = game.addChild(LK.getAsset('trackLine', {
+ anchorX: 0.5,
+ anchorY: 0,
+ x: trackPositions[i],
+ y: 0
+ }));
+ track.alpha = 0.3;
+ tracks.push(track);
+ }
+ // Create hit zones
+ for (var i = 0; i < trackPositions.length; i++) {
+ var hitZone = game.addChild(LK.getAsset('hitZone', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: trackPositions[i],
+ y: hitZoneY
+ }));
+ hitZone.alpha = 0.6;
+ hitZones.push(hitZone);
+ }
+ showSongSelection();
+}
+function showSongSelection() {
+ currentState = GAME_STATE.SONG_SELECT;
+ game.addChild(titleText);
+ game.addChild(instructionText);
+ // Create song buttons
+ var songButton1 = game.addChild(new SongButton('song1', 'Electronic Beat', 700));
+ var songButton2 = game.addChild(new SongButton('song2', 'Rock Anthem', 820));
+ var songButton3 = game.addChild(new SongButton('song3', 'Jazz Fusion', 940));
+ uiElements.push(songButton1, songButton2, songButton3);
+}
+function selectSong(songId) {
+ selectedSong = songId;
+ // Clear UI elements
+ for (var i = 0; i < uiElements.length; i++) {
+ uiElements[i].destroy();
+ }
+ uiElements = [];
+ titleText.destroy();
+ instructionText.destroy();
+ startPatternCreation();
+}
+function startPatternCreation() {
+ currentState = GAME_STATE.PATTERN_CREATE;
+ passNumber = 1;
+ updatePassText();
+ var createText = new Text2('Tap to create your rhythm pattern!', {
+ size: 50,
+ fill: '#ECFF86'
+ });
+ createText.anchor.set(0.5, 0.5);
+ createText.x = 1024;
+ createText.y = 400;
+ game.addChild(createText);
+ uiElements.push(createText);
+ // Start music
+ currentMusic = selectedSong;
+ LK.playMusic(selectedSong);
+ songStartTime = Date.now();
+ patternStartTime = songStartTime;
+ playerPattern = [];
+ // Auto advance after 30 seconds
+ LK.setTimeout(function () {
+ if (currentState === GAME_STATE.PATTERN_CREATE) {
+ startPatternRecreation();
+ }
+ }, 30000);
+}
+function startPatternRecreation() {
+ currentState = GAME_STATE.PATTERN_RECREATE;
+ passNumber = 2;
+ updatePassText();
+ // Clear UI
+ for (var i = 0; i < uiElements.length; i++) {
+ uiElements[i].destroy();
+ }
+ uiElements = [];
+ var recreateText = new Text2('Recreate your pattern!', {
+ size: 50,
+ fill: '#ECFF86'
+ });
+ recreateText.anchor.set(0.5, 0.5);
+ recreateText.x = 1024;
+ recreateText.y = 400;
+ game.addChild(recreateText);
+ uiElements.push(recreateText);
+ // Restart music and prepare pattern
+ LK.stopMusic();
+ LK.setTimeout(function () {
+ LK.playMusic(selectedSong);
+ songStartTime = Date.now();
+ currentPattern = playerPattern.slice();
+ spawnNotesForPattern();
+ }, 1000);
+ // Auto advance after pattern completion + buffer
+ LK.setTimeout(function () {
+ if (currentState === GAME_STATE.PATTERN_RECREATE) {
+ startAIChallenge();
+ }
+ }, 35000);
+}
+function startAIChallenge() {
+ currentState = GAME_STATE.AI_CHALLENGE;
+ passNumber = 3;
+ updatePassText();
+ // Clear UI
+ for (var i = 0; i < uiElements.length; i++) {
+ uiElements[i].destroy();
+ }
+ uiElements = [];
+ var challengeText = new Text2('AI Enhanced Challenge!', {
+ size: 50,
+ fill: '#FF6B6B'
+ });
+ challengeText.anchor.set(0.5, 0.5);
+ challengeText.x = 1024;
+ challengeText.y = 400;
+ game.addChild(challengeText);
+ uiElements.push(challengeText);
+ // Add AI beats to pattern
+ var enhancedPattern = playerPattern.slice();
+ var aiBeats = Math.floor(playerPattern.length * 0.5); // Add 50% more beats
+ for (var i = 0; i < aiBeats; i++) {
+ var randomTime = Math.random() * 30000; // Random time within 30 seconds
+ var randomTrack = Math.floor(Math.random() * trackPositions.length);
+ enhancedPattern.push({
+ time: randomTime,
+ track: randomTrack,
+ isAI: true
+ });
+ }
+ // Sort by time
+ enhancedPattern.sort(function (a, b) {
+ return a.time - b.time;
+ });
+ // Restart music
+ LK.stopMusic();
+ LK.setTimeout(function () {
+ LK.playMusic(selectedSong);
+ songStartTime = Date.now();
+ currentPattern = enhancedPattern;
+ spawnNotesForPattern();
+ }, 1000);
+ // Auto end after completion
+ LK.setTimeout(function () {
+ if (currentState === GAME_STATE.AI_CHALLENGE) {
+ endGame();
+ }
+ }, 40000);
+}
+function spawnNotesForPattern() {
+ for (var i = 0; i < currentPattern.length; i++) {
+ var beat = currentPattern[i];
+ var spawnTime = beat.time - 2000; // Spawn 2 seconds before hit time
+ LK.setTimeout(function (beatData) {
+ return function () {
+ if (currentState === GAME_STATE.PATTERN_RECREATE || currentState === GAME_STATE.AI_CHALLENGE) {
+ var note = new Note(beatData, beatData.track);
+ note.x = trackPositions[beatData.track];
+ note.y = -50;
+ if (beatData.isAI) {
+ note.attachAsset('note', {}).tint = 0xFF6B6B; // Red for AI beats
+ }
+ game.addChild(note);
+ notes.push(note);
+ }
+ };
+ }(beat), Math.max(0, spawnTime));
+ }
+}
+function updatePassText() {
+ passText.setText('Pass ' + passNumber + '/3');
+}
+function updateScore(points) {
+ score += points;
+ scoreText.setText('Score: ' + score);
+}
+function endGame() {
+ currentState = GAME_STATE.GAME_OVER;
+ LK.stopMusic();
+ var accuracy = hitNotes > 0 ? Math.round(hitNotes / (hitNotes + missedNotes) * 100) : 0;
+ if (accuracy >= 80) {
+ LK.setScore(score);
+ LK.showYouWin();
+ } else {
+ LK.showGameOver();
+ }
+}
+function handleTap(x, y) {
+ var currentTime = Date.now();
+ if (currentState === GAME_STATE.PATTERN_CREATE) {
+ // Record tap in pattern
+ var relativeTime = currentTime - patternStartTime;
+ var nearestTrack = findNearestTrack(x);
+ playerPattern.push({
+ time: relativeTime,
+ track: nearestTrack,
+ isAI: false
+ });
+ LK.getSound('tap').play();
+ // Visual feedback
+ var hitZone = hitZones[nearestTrack];
+ tween(hitZone, {
+ scaleX: 1.2,
+ scaleY: 1.2
+ }, {
+ duration: 100
+ });
+ tween(hitZone, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 100
+ });
+ } else if (currentState === GAME_STATE.PATTERN_RECREATE || currentState === GAME_STATE.AI_CHALLENGE) {
+ // Check for note hits
+ var nearestTrack = findNearestTrack(x);
+ var hitNote = null;
+ var minDistance = Infinity;
+ for (var i = 0; i < notes.length; i++) {
+ var note = notes[i];
+ if (!note.hit && !note.missed && note.track === nearestTrack) {
+ var distance = Math.abs(note.y - hitZoneY);
+ if (distance < minDistance && distance < 100) {
+ minDistance = distance;
+ hitNote = note;
+ }
+ }
+ }
+ if (hitNote) {
+ hitNote.hit = true;
+ hitNotes++;
+ var points = Math.max(10, 100 - Math.floor(minDistance));
+ updateScore(points);
+ LK.getSound('hit').play();
+ // Visual feedback
+ tween(hitNote, {
+ scaleX: 1.5,
+ scaleY: 1.5,
+ alpha: 0
+ }, {
+ duration: 200
+ });
+ LK.setTimeout(function () {
+ if (hitNote && hitNote.parent) {
+ hitNote.destroy();
+ var index = notes.indexOf(hitNote);
+ if (index > -1) notes.splice(index, 1);
+ }
+ }, 200);
+ } else {
+ LK.getSound('miss').play();
+ }
+ }
+}
+function findNearestTrack(x) {
+ var minDistance = Infinity;
+ var nearestTrack = 0;
+ for (var i = 0; i < trackPositions.length; i++) {
+ var distance = Math.abs(x - trackPositions[i]);
+ if (distance < minDistance) {
+ minDistance = distance;
+ nearestTrack = i;
+ }
+ }
+ return nearestTrack;
+}
+// Event handlers
+game.down = function (x, y, obj) {
+ handleTap(x, y);
+};
+game.update = function () {
+ // Update notes
+ for (var i = notes.length - 1; i >= 0; i--) {
+ var note = notes[i];
+ // Remove notes that are off screen
+ if (note.y > 2800) {
+ note.destroy();
+ notes.splice(i, 1);
+ }
+ }
+ // Check for missed notes and update score display
+ if (LK.ticks % 60 === 0) {
+ // Update every second
+ scoreText.setText('Score: ' + score);
+ }
+};
+// Initialize the game
+initializeGame();
\ No newline at end of file
dark neon lit background in the tints of green orange yellow and blue. In-Game asset. 2d. High contrast. No shadows
light neon orange yellow green and blue line. In-Game asset. 2d. High contrast. No shadows
text in neon outline no background that says "Rhythm Echo Challenge". In-Game asset. 2d. High contrast. No shadows
neon pink purple red orange oval filled in blue nuaces. In-Game asset. 2d. High contrast. No shadows