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change the phrase recreate your pattern to "Recreate you pattern\nto score points!"
Code edit (1 edits merged)
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do the first solution to properly instantiate the title asset
User prompt
fix the title so it shows
Code edit (2 edits merged)
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don't show the passtext and the score while in the main menu
User prompt
place the passtext under the score
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make the text style centered
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make it centered
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have the timertext say: "Time left\nto create" then the countdown
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make timer text bigger
Code edit (1 edits merged)
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lower the "Time" text of phase 1 to the miuddle of the screen ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
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for phase one, add a timer that goes down once the music starts until the end of phase 1 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make it smooth so it loops nicely ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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the wobble should be a constant left right motion without imbalance ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make the wobble slower and smoother ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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apply the wobble function to the other phase instructions as well ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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use the wobble function instead of pulse on the select song text ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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create a wobble text function ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
use the pulse function on the select song text ↪💡 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; var phaseOneTimer = 30; // 30 seconds for phase one var timerInterval = null; // 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); var timerText = new Text2('Time left\nto create: 30', { size: 80, fill: '#FFD700', font: "'Arial Black'", align: 'center' }); timerText.anchor.set(0.5, 0.5); timerText.alpha = 0; // Hidden initially LK.gui.top.addChild(scoreText); LK.gui.topRight.addChild(passText); LK.gui.top.addChild(timerText); passText.x = -150; passText.y = 20; timerText.x = 0; timerText.y = 900; // 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'); // Apply wobble function to instruction text wobbleText(instructionText, 0.1, 800, tween.easeInOut, 300, function () { return currentState !== GAME_STATE.SONG_SELECT; }); // 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); // Apply wobble function to create text wobbleText(createText, 0.1, 800, tween.easeInOut, 300, function () { return currentState !== GAME_STATE.PATTERN_CREATE; }); showCountdown(function () { // Start music currentMusic = selectedSong; LK.playMusic(selectedSong, { volume: 0.25, fade: { start: 0, end: 0.25, duration: 500 } }); songStartTime = Date.now(); patternStartTime = songStartTime; playerPattern = []; // Start phase one timer phaseOneTimer = 30; timerText.alpha = 1; updateTimerDisplay(); timerInterval = LK.setInterval(function () { if (currentState === GAME_STATE.PATTERN_CREATE && phaseOneTimer > 0) { phaseOneTimer--; updateTimerDisplay(); if (phaseOneTimer <= 0) { LK.clearInterval(timerInterval); timerText.alpha = 0; } } }, 1000); // 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 timer if (timerInterval) { LK.clearInterval(timerInterval); timerInterval = null; } timerText.alpha = 0; // Clear UI for (var i = 0; i < uiElements.length; i++) { uiElements[i].destroy(); } uiElements = []; var recreateText = new Text2('Recreate your 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); // Apply wobble function to recreate text wobbleText(recreateText, 0.1, 800, tween.easeInOut, 300, function () { return currentState !== GAME_STATE.PATTERN_RECREATE; }); showCountdown(function () { // Restart music and prepare pattern LK.stopMusic(); LK.setTimeout(function () { LK.playMusic(selectedSong, { volume: 0.25, 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); // Apply wobble function to challenge text wobbleText(challengeText, 0.1, 800, tween.easeInOut, 300, function () { return currentState !== GAME_STATE.AI_CHALLENGE; }); // 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 updateTimerDisplay() { timerText.setText('Time left\nto create\n' + phaseOneTimer); if (phaseOneTimer <= 10) { timerText.fill = '#FF6B6B'; // Red when time is running out } else { timerText.fill = '#FFD700'; // Gold normally } } function pulseText(textElement, scaleFrom, scaleTo, duration, easing, delay, stopCondition) { // Set default values if not provided scaleFrom = scaleFrom || 1.0; scaleTo = scaleTo || 1.3; duration = duration || 800; easing = easing || tween.easeInOut; delay = delay || 200; function doPulse() { // Check stop condition if provided if (stopCondition && stopCondition()) { return; } // Scale up tween(textElement, { scaleX: scaleTo, scaleY: scaleTo }, { duration: duration, easing: easing, onFinish: function onFinish() { // Check stop condition again if (stopCondition && stopCondition()) { return; } // Scale back down tween(textElement, { scaleX: scaleFrom, scaleY: scaleFrom }, { duration: duration, easing: easing, onFinish: function onFinish() { // Check if we should continue pulsing if (!stopCondition || !stopCondition()) { LK.setTimeout(doPulse, delay); } } }); } }); } doPulse(); } function wobbleText(textElement, rotationAngle, duration, easing, delay, stopCondition) { // Set default values if not provided rotationAngle = rotationAngle || 0.1; duration = duration || 800; easing = easing || tween.easeInOut; delay = delay || 300; function doWobble() { // Check stop condition if provided if (stopCondition && stopCondition()) { return; } // Wobble left tween(textElement, { rotation: -rotationAngle }, { duration: duration, easing: easing, onFinish: function onFinish() { // Check stop condition again if (stopCondition && stopCondition()) { return; } // Wobble right tween(textElement, { rotation: rotationAngle }, { duration: duration, easing: easing, onFinish: function onFinish() { // Check stop condition again if (stopCondition && stopCondition()) { return; } // Return to center for smooth loop tween(textElement, { rotation: 0 }, { duration: duration, easing: easing, onFinish: function onFinish() { // Check if we should continue wobbling if (!stopCondition || !stopCondition()) { LK.setTimeout(doWobble, delay); } } }); } }); } }); } doWobble(); } 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 timer if (timerInterval) { LK.clearInterval(timerInterval); timerInterval = null; } timerText.alpha = 0; phaseOneTimer = 30; // 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
@@ -139,9 +139,10 @@
passText.anchor.set(0.5, 0);
var timerText = new Text2('Time left\nto create: 30', {
size: 80,
fill: '#FFD700',
- font: "'Arial Black'"
+ font: "'Arial Black'",
+ align: 'center'
});
timerText.anchor.set(0.5, 0.5);
timerText.alpha = 0; // Hidden initially
LK.gui.top.addChild(scoreText);
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