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.scaledUp = false;
self.update = function () {
self.y += self.speed;
// Check if note is entering hit zone (scale up)
if (!self.scaledUp && self.y >= hitZoneY - 150 && self.y <= hitZoneY + 150) {
self.scaledUp = true;
tween(noteGraphics, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 300,
easing: tween.easeOut
});
}
// 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 = [512, 768, 1024, 1280, 1536];
var hitZoneY = 2200;
// UI Title elements
var titleText = LK.getAsset('Title', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
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: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366
}));
// 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 = 1;
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));
var songButton4 = game.addChild(new SongButton('song4', 'Hip Hop', 1060));
var songButton5 = game.addChild(new SongButton('song5', '8-Bit', 1180));
uiElements.push(songButton1, songButton2, songButton3, songButton4, songButton5);
}
function selectSong(songId) {
// Map song IDs to actual music asset names
var songMapping = {
'song1': 'electronic_beat',
'song2': 'rock_anthem',
'song3': 'jazz',
'song4': 'hip_hop',
'song5': 'eight_bit'
};
selectedSong = songMapping[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 * 0.10); // Add 10% 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;
LK.setScore(score);
// Show final score and return to main menu
var finalScoreText = new Text2('Final Score: ' + score + '\nAccuracy: ' + accuracy + '%', {
size: 60,
fill: '#FFFFFF'
});
finalScoreText.anchor.set(0.5, 0.5);
finalScoreText.x = 1024;
finalScoreText.y = 1200;
game.addChild(finalScoreText);
// Return to main menu after showing score
LK.setTimeout(function () {
resetGame();
// Remove final score after 5 seconds on main menu
LK.setTimeout(function () {
if (finalScoreText && finalScoreText.parent) {
tween(finalScoreText, {
alpha: 0
}, {
duration: 500,
onFinish: function onFinish() {
finalScoreText.destroy();
}
});
}
}, 5000);
}, 3000);
}
function resetGame() {
// Clear all game objects
for (var i = notes.length - 1; i >= 0; i--) {
notes[i].destroy();
}
notes = [];
for (var i = 0; i < uiElements.length; i++) {
uiElements[i].destroy();
}
uiElements = [];
// Reset game variables
playerPattern = [];
currentPattern = [];
passNumber = 1;
score = 0;
hitNotes = 0;
missedNotes = 0;
selectedSong = null;
currentMusic = null;
// Clear score display
scoreText.setText('Score: 0');
// Return to song selection
showSongSelection();
}
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 if song is finished and all notes are cleared
if ((currentState === GAME_STATE.PATTERN_RECREATE || currentState === GAME_STATE.AI_CHALLENGE) && notes.length === 0 && currentPattern.length > 0 && Date.now() - songStartTime > 35000) {
endGame();
}
// 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
@@ -158,9 +158,9 @@
anchorY: 0.5,
x: trackPositions[i],
y: hitZoneY
}));
- hitZone.alpha = 0.6;
+ hitZone.alpha = 1;
hitZones.push(hitZone);
}
showSongSelection();
}
@@ -444,9 +444,11 @@
LK.setTimeout(function () {
if (hitNote && hitNote.parent) {
hitNote.destroy();
var index = notes.indexOf(hitNote);
- if (index > -1) notes.splice(index, 1);
+ if (index > -1) {
+ notes.splice(index, 1);
+ }
}
}, 200);
} else {
LK.getSound('miss').play();
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