User prompt
create a function to make a text element pulse ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (5 edits merged)
Please save this source code
User prompt
center the text
User prompt
put the phase instruction text on 2 lines
User prompt
put a black outline to the hitzone labels
User prompt
put a black outline to the text of the phase instructions
User prompt
make the phase instructions bigger
User prompt
use arial black font
User prompt
use glowworm font
User prompt
lower it again
User prompt
lower the volume of the electronic beat, rock anthem, jazz fusion, hip hop and 8 bit
User prompt
remove the auto end game, only triger end game after phase 3
User prompt
display the final score after phase 3
User prompt
why is the ai phase not working anymore?
User prompt
lower the volume of the music during the phases 1-2-3 by about half
User prompt
why does it still not animate
Code edit (1 edits merged)
Please save this source code
User prompt
make it pulse ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
a bit higher, centered between the title and the first button
User prompt
lower
User prompt
lower the song selection instruction
User prompt
increase the space between the buttons and the titel
User prompt
add some space between the select song instruction and the tittle and buttons
User prompt
import tween module ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make the instructions pulse ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* 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,
scaleX: 1.875,
scaleY: 1.875
});
var buttonText = new Text2(songName, {
size: 50,
fill: '#e4f4f5',
font: "'Arial Black'",
stroke: '#000000',
strokeThickness: 3
});
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 - spaced wider to prevent hit zone overlap
var trackPositions = [350, 650, 950, 1250, 1550];
var hitZoneY = 2200;
// UI Title elements
var titleText = LK.getAsset('Title', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 550
});
var instructionText = new Text2('Select a Song', {
size: 80,
fill: '#ECFF86',
font: "'Arial Black'"
});
instructionText.anchor.set(0.5, 0.5);
instructionText.x = 1024;
instructionText.y = 775;
var scoreText = new Text2('Score: 0', {
size: 60,
fill: '#FFFFFF',
font: "'Arial Black'"
});
scoreText.anchor.set(0.5, 0);
var passText = new Text2('Pass 1/3', {
size: 40,
fill: '#FFFFFF',
font: "'Arial Black'"
});
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
var hitZoneLabels = ['Sound', 'Cymbal', 'Drumkick', 'Base', 'Shaker'];
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;
hitZones.push(hitZone);
// Add text label for each hit zone
var hitZoneText = new Text2(hitZoneLabels[i], {
size: 48,
fill: '#FFFFFF',
font: "'Arial Black'",
stroke: '#000000',
strokeThickness: 3
});
hitZoneText.anchor.set(0.5, 0.5);
hitZoneText.x = trackPositions[i];
hitZoneText.y = hitZoneY + 80;
hitZoneText.alpha = 0;
game.addChild(hitZoneText);
hitZones.push(hitZoneText);
}
showSongSelection();
}
function showSongSelection() {
currentState = GAME_STATE.SONG_SELECT;
game.addChild(titleText);
game.addChild(instructionText);
// Play menu music
LK.playMusic('menu_music');
// Create pulsing animation for instruction text
function pulseInstruction() {
if (currentState !== GAME_STATE.SONG_SELECT) {
return;
}
tween(instructionText, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (currentState !== GAME_STATE.SONG_SELECT) {
return;
}
tween(instructionText, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (currentState === GAME_STATE.SONG_SELECT) {
LK.setTimeout(pulseInstruction, 200);
}
}
});
}
});
}
pulseInstruction();
// Create song buttons with much increased spacing
var songButton1 = game.addChild(new SongButton('song1', 'Electronic Beat', 1000));
var songButton2 = game.addChild(new SongButton('song2', 'Rock Anthem', 1300));
var songButton3 = game.addChild(new SongButton('song3', 'Jazz Fusion', 1600));
var songButton4 = game.addChild(new SongButton('song4', 'Hip Hop', 1900));
var songButton5 = game.addChild(new SongButton('song5', '8-Bit', 2200));
uiElements.push(songButton1, songButton2, songButton3, songButton4, songButton5);
}
function selectSong(songId) {
// Stop menu music
LK.stopMusic();
// 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];
// Animate hit zones to visible
for (var i = 0; i < hitZones.length; i++) {
tween(hitZones[i], {
alpha: 1
}, {
duration: 500,
easing: tween.easeOut
});
}
// 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\nyour rhythm pattern!', {
size: 100,
fill: '#ECFF86',
font: "'Arial Black'",
stroke: '#000000',
strokeThickness: 4,
align: 'center'
});
createText.anchor.set(0.5, 0.5);
createText.x = 1024;
createText.y = 400;
game.addChild(createText);
uiElements.push(createText);
showCountdown(function () {
// Start music
currentMusic = selectedSong;
LK.playMusic(selectedSong, {
fade: {
start: 0,
end: 0.25,
duration: 500
}
});
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\nyour pattern!', {
size: 100,
fill: '#ECFF86',
font: "'Arial Black'",
stroke: '#000000',
strokeThickness: 4,
align: 'center'
});
recreateText.anchor.set(0.5, 0.5);
recreateText.x = 1024;
recreateText.y = 400;
game.addChild(recreateText);
uiElements.push(recreateText);
showCountdown(function () {
// Restart music and prepare pattern
LK.stopMusic();
LK.setTimeout(function () {
LK.playMusic(selectedSong, {
fade: {
start: 0,
end: 0.25,
duration: 500
}
});
songStartTime = Date.now();
currentPattern = playerPattern.slice();
spawnNotesForPattern();
}, 100);
// 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\nChallenge!', {
size: 100,
fill: '#FF6B6B',
font: "'Arial Black'",
stroke: '#000000',
strokeThickness: 4,
align: 'center'
});
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 aiPercentage = Math.random() * 0.10 + 0.10; // Random between 10% and 20%
var aiBeats = Math.floor(playerPattern.length * aiPercentage);
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;
});
showCountdown(function () {
// Restart music
LK.stopMusic();
LK.setTimeout(function () {
LK.playMusic(selectedSong, {
volume: 0.25
});
songStartTime = Date.now();
currentPattern = enhancedPattern;
spawnNotesForPattern();
}, 100);
// 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 showCountdown(callback) {
var countdownText = new Text2('3', {
size: 200,
fill: '#FF6B6B',
font: "'Arial Black'"
});
countdownText.anchor.set(0.5, 0.5);
countdownText.x = 1024;
countdownText.y = 1366;
countdownText.alpha = 0;
game.addChild(countdownText);
// Animate countdown from 3 to 1
var count = 3;
function animateCount() {
countdownText.setText(count.toString());
countdownText.alpha = 1;
countdownText.scaleX = 2;
countdownText.scaleY = 2;
tween(countdownText, {
scaleX: 1,
scaleY: 1,
alpha: 0
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
count--;
if (count > 0) {
animateCount();
} else {
// Show "GO!" for final countdown
countdownText.setText('GO!');
countdownText.alpha = 1;
countdownText.scaleX = 2;
countdownText.scaleY = 2;
tween(countdownText, {
scaleX: 1,
scaleY: 1,
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
countdownText.destroy();
callback();
}
});
}
}
});
}
animateCount();
}
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;
var totalNotes = hitNotes + missedNotes;
LK.setScore(score);
// Clear any remaining UI elements
for (var i = 0; i < uiElements.length; i++) {
uiElements[i].destroy();
}
uiElements = [];
// Create comprehensive final score display
var gameCompleteText = new Text2('GAME COMPLETE!', {
size: 80,
fill: '#ECFF86',
font: "'Arial Black'"
});
gameCompleteText.anchor.set(0.5, 0.5);
gameCompleteText.x = 1024;
gameCompleteText.y = 800;
game.addChild(gameCompleteText);
var finalScoreText = new Text2('Final Score: ' + score, {
size: 70,
fill: '#FFFFFF',
font: "'Arial Black'"
});
finalScoreText.anchor.set(0.5, 0.5);
finalScoreText.x = 1024;
finalScoreText.y = 1000;
game.addChild(finalScoreText);
var accuracyText = new Text2('Accuracy: ' + accuracy + '%', {
size: 60,
fill: '#FFFFFF',
font: "'Arial Black'"
});
accuracyText.anchor.set(0.5, 0.5);
accuracyText.x = 1024;
accuracyText.y = 1150;
game.addChild(accuracyText);
var statsText = new Text2('Notes Hit: ' + hitNotes + ' / ' + totalNotes, {
size: 50,
fill: '#FFFFFF',
font: "'Arial Black'"
});
statsText.anchor.set(0.5, 0.5);
statsText.x = 1024;
statsText.y = 1300;
game.addChild(statsText);
var continueText = new Text2('Tap to continue...', {
size: 40,
fill: '#ECFF86',
font: "'Arial Black'"
});
continueText.anchor.set(0.5, 0.5);
continueText.x = 1024;
continueText.y = 1500;
game.addChild(continueText);
// Add pulsing animation to continue text
function pulseContinue() {
if (currentState !== GAME_STATE.GAME_OVER) {
return;
}
tween(continueText, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 600,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (currentState !== GAME_STATE.GAME_OVER) {
return;
}
tween(continueText, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 600,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (currentState === GAME_STATE.GAME_OVER) {
LK.setTimeout(pulseContinue, 200);
}
}
});
}
});
}
pulseContinue();
// Store UI elements for cleanup
uiElements.push(gameCompleteText, finalScoreText, accuracyText, statsText, continueText);
}
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 hit zones to invisible
for (var i = 0; i < hitZones.length; i++) {
tween(hitZones[i], {
alpha: 0
}, {
duration: 300,
easing: tween.easeOut
});
}
// 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.GAME_OVER) {
// Return to song selection from final score screen
resetGame();
return;
}
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('hit_track' + nearestTrack).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_track' + nearestTrack).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);
}
}
// Auto-end game logic removed - endGame() is now only called after phase 3 completion
// 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
@@ -270,9 +270,10 @@
size: 100,
fill: '#ECFF86',
font: "'Arial Black'",
stroke: '#000000',
- strokeThickness: 4
+ strokeThickness: 4,
+ align: 'center'
});
createText.anchor.set(0.5, 0.5);
createText.x = 1024;
createText.y = 400;
@@ -312,9 +313,10 @@
size: 100,
fill: '#ECFF86',
font: "'Arial Black'",
stroke: '#000000',
- strokeThickness: 4
+ strokeThickness: 4,
+ align: 'center'
});
recreateText.anchor.set(0.5, 0.5);
recreateText.x = 1024;
recreateText.y = 400;
@@ -356,9 +358,10 @@
size: 100,
fill: '#FF6B6B',
font: "'Arial Black'",
stroke: '#000000',
- strokeThickness: 4
+ strokeThickness: 4,
+ align: 'center'
});
challengeText.anchor.set(0.5, 0.5);
challengeText.x = 1024;
challengeText.y = 400;
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