User prompt
Score and high score delete βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1
User prompt
var combo = 0; var feverMode = false; var score = 0; var highScore = storage.get("highscore") || 0; var comboText; var scoreText;comboText = game.createText("", 64); comboText.x = 360; comboText.y = 300; comboText.align = "center"; comboText.visible = false; scoreText = game.createText("", 24); scoreText.x = 360; scoreText.y = 50; scoreText.align = "center";combo += 1; if (combo >= 10 && !feverMode) { feverMode = true; game.shake(1); game.background.color = "#FFD700"; // Gold game.wait(5000, () => { feverMode = false; game.background.color = "#000000"; combo = 0; }); } score += feverMode ? 10 : 5; comboText.text = "Perfect!"; comboText.visible = true; game.wait(500, () => comboText.visible = false);combo = 0; score -= 5; comboText.text = "Miss!"; comboText.visible = true; game.wait(500, () => comboText.visible = false);if (score > highScore) { highScore = score; storage.set("highscore", highScore); } scoreText.text = "Score: " + score + " | High Score: " + highScore; βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
User prompt
Make all the text in how to play white
User prompt
Make the background of the text in how to play black
User prompt
Add this sentence to how to play "We must move the red note that comes every 25 notes to the left. If we move it, we gain 20 points. If we cannot, our 20 points will be deducted"
User prompt
or give 20 points if we miss -20 points βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let's say a red mode comes every 25 notes and if we move it to the left we gain 10 points βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let's earn 15 points when you smile at the screen βͺπ‘ Consider importing and using the following plugins: @upit/facekit.v1
User prompt
These should be rectangular, not in the shape of notes.
User prompt
hold down and these notes will disappear βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Also long notes will appear on the screen. If the player holds that note, give 5 points. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let separate long notes appear on the screen and let's hold them down βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
and for those two seconds the text "light up the darkness with music" will appear βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
The screen should be pitch black for the first 2 seconds we enter the game. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
The screen should not shake and the background color should change every time we press the notes. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the text "Light up the darkness with music" much more prominent βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
When the game opens, it should immediately go dark and the text should be more visible. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let it be 2 seconds earlier βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
DECIDE 2.5 SECONDS EARLIER βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
When this text appears the screen goes black βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
When the game first starts, the text "lighten the darkness with music" should appear on the screen βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
When we smile at the camera we get a bonus note and if we touch it we get 20 points βͺπ‘ Consider importing and using the following plugins: @upit/facekit.v1
User prompt
shake it a little bit more βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
When you destroy the notes, the screen should shake a little βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
When the notes are pressed and disappear, an explosion effect appears βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Game starts in menu state var MenuButton = Container.expand(function (text, onClickCallback) { var self = Container.call(this); // Create button background var buttonBg = self.attachAsset('notePad', { anchorX: 0.5, anchorY: 0.5, scaleX: 3.0, scaleY: 2.4 }); buttonBg.tint = 0xffffff; // Create button text var buttonText = new Text2(text, { size: 120, fill: 0x000000 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.onClickCallback = onClickCallback; self.down = function (x, y, obj) { buttonBg.tint = 0xcccccc; if (self.onClickCallback) { self.onClickCallback(); } }; self.up = function (x, y, obj) { buttonBg.tint = 0xffffff; }; return self; }); var Note = Container.expand(function (lane, isRedMode) { var self = Container.call(this); var noteGraphics = self.attachAsset('note', { anchorX: 0.5, anchorY: 0.5 }); self.lane = lane; // 0 = left, 1 = center, 2 = right self.speed = Note.prototype.speed || 8; self.hasBeenHit = false; self.isRedMode = isRedMode || false; self.startX = 0; // Track starting X position for swipe detection self.hasStartedDrag = false; // Make red notes visually distinct if (self.isRedMode) { noteGraphics.tint = 0xff0000; // Red color } self.update = function () { self.y += self.speed; }; self.down = function (x, y, obj) { if (!self.hasBeenHit) { if (self.isRedMode) { // For red notes, track starting position for swipe detection self.startX = x; self.hasStartedDrag = true; } else { // Normal note behavior self.hasBeenHit = true; gameScore += 5; gameCombo += 1; // Combo system logic combo += 1; if (combo >= 10 && !feverMode) { feverMode = true; LK.effects.flashScreen(0xFFD700, 200); game.setBackgroundColor(0xFFD700); // Gold LK.setTimeout(function () { feverMode = false; game.setBackgroundColor(0x1a1a2e); combo = 0; }, 5000); } comboDisplayText.setText("Perfect!"); comboDisplayText.visible = true; LK.setTimeout(function () { comboDisplayText.visible = false; }, 500); // Create explosion effect createExplosionEffect(self.x, self.y); // Change background color effect var colors = [0xff6b6b, 0x4ecdc4, 0x45b7d1, 0x96ceb4, 0xfeca57, 0xff9ff3, 0x54a0ff]; var randomColor = colors[Math.floor(Math.random() * colors.length)]; game.setBackgroundColor(randomColor); // Visual effect tween(self, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 200, onFinish: function onFinish() { removeNote(self); } }); LK.getSound('success').play(); updateUI(); } } }; self.up = function (x, y, obj) { if (self.isRedMode && self.hasStartedDrag && !self.hasBeenHit) { // Check if user swiped left (moved at least 100 pixels to the left) var swipeDistance = self.startX - x; if (swipeDistance > 100) { // Successful left swipe on red note self.hasBeenHit = true; gameScore += 10; // Red notes give 10 points gameCombo += 1; // Combo system logic combo += 1; if (combo >= 10 && !feverMode) { feverMode = true; LK.effects.flashScreen(0xFFD700, 200); game.setBackgroundColor(0xFFD700); // Gold LK.setTimeout(function () { feverMode = false; game.setBackgroundColor(0x1a1a2e); combo = 0; }, 5000); } comboDisplayText.setText("Perfect!"); comboDisplayText.visible = true; LK.setTimeout(function () { comboDisplayText.visible = false; }, 500); // Create explosion effect createExplosionEffect(self.x, self.y); // Change background color effect var colors = [0xff6b6b, 0x4ecdc4, 0x45b7d1, 0x96ceb4, 0xfeca57, 0xff9ff3, 0x54a0ff]; var randomColor = colors[Math.floor(Math.random() * colors.length)]; game.setBackgroundColor(randomColor); // Visual effect tween(self, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 200, onFinish: function onFinish() { removeNote(self); } }); LK.getSound('success').play(); updateUI(); } } self.hasStartedDrag = false; }; return self; }); var NotePad = Container.expand(function (lane) { var self = Container.call(this); var padGraphics = self.attachAsset('notePad', { anchorX: 0.5, anchorY: 0.5 }); var perfectZone = self.attachAsset('perfectZone', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); self.lane = lane; self.isPressed = false; self.down = function (x, y, obj) { self.isPressed = true; checkNoteHit(self.lane); }; self.up = function (x, y, obj) { self.isPressed = false; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ // Create background var background = LK.getAsset('Background', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); game.addChild(background); var notes = []; var gameScore = 0; var gameCombo = 0; var spawnTimer = 0; var spawnInterval = 45; // 0.75 seconds at 60fps var perfectZoneY = 2400; var perfectTolerance = 100; var noteCounter = 0; // Track total notes spawned for red mode var combo = 0; var feverMode = false; var comboDisplayText; var scoreDisplayText; // Game state var gameState = 'menu'; // 'menu', 'difficulty', or 'playing' var selectedDifficulty = 'normal'; var mainMenu = new Container(); var difficultyMenu = new Container(); var howToPlayMenu = new Container(); var gameContainer = new Container(); // Main Menu Elements var titleText = new Text2('Rhythm Tap Challenge', { size: 80, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 800; mainMenu.addChild(titleText); var startButton = new MenuButton('START', function () { showDifficultyMenu(); }); startButton.x = 1024; startButton.y = 1200; mainMenu.addChild(startButton); var howToPlayButton = new MenuButton('HOW TO PLAY', function () { showHowToPlayMenu(); }); // Enlarge the green area behind the How To Play button howToPlayButton.children[0].scaleX = 5.0; howToPlayButton.children[0].scaleY = 4.0; howToPlayButton.x = 1024; howToPlayButton.y = 1500; mainMenu.addChild(howToPlayButton); // Difficulty Menu Elements var difficultyTitle = new Text2('Select Difficulty', { size: 70, fill: 0xFFFFFF }); difficultyTitle.anchor.set(0.5, 0.5); difficultyTitle.x = 1024; difficultyTitle.y = 800; difficultyMenu.addChild(difficultyTitle); var easyButton = new MenuButton('EASY', function () { selectedDifficulty = 'easy'; startGame(); }); easyButton.x = 1024; easyButton.y = 1000; difficultyMenu.addChild(easyButton); var normalButton = new MenuButton('NORMAL', function () { selectedDifficulty = 'normal'; startGame(); }); normalButton.x = 1024; normalButton.y = 1150; difficultyMenu.addChild(normalButton); var hardButton = new MenuButton('HARD', function () { selectedDifficulty = 'hard'; startGame(); }); hardButton.x = 1024; hardButton.y = 1300; difficultyMenu.addChild(hardButton); var backButton = new MenuButton('BACK', function () { showMainMenu(); }); backButton.x = 1024; backButton.y = 1500; difficultyMenu.addChild(backButton); // How To Play Menu Elements var howToPlayTitle = new Text2('How To Play', { size: 70, fill: 0xFFFFFF }); howToPlayTitle.anchor.set(0.5, 0.5); howToPlayTitle.x = 1024; howToPlayTitle.y = 600; howToPlayMenu.addChild(howToPlayTitle); var instructionsText1 = new Text2('Notes fall from 3 different points', { size: 50, fill: 0xFFFFFF }); instructionsText1.anchor.set(0.5, 0.5); instructionsText1.x = 1024; instructionsText1.y = 900; howToPlayMenu.addChild(instructionsText1); var instructionsText2 = new Text2('from top to bottom.', { size: 50, fill: 0xFFFFFF }); instructionsText2.anchor.set(0.5, 0.5); instructionsText2.x = 1024; instructionsText2.y = 970; howToPlayMenu.addChild(instructionsText2); var instructionsText3 = new Text2('Touch the notes before they disappear', { size: 50, fill: 0xFFFFFF }); instructionsText3.anchor.set(0.5, 0.5); instructionsText3.x = 1024; instructionsText3.y = 1040; howToPlayMenu.addChild(instructionsText3); var instructionsText4 = new Text2('and earn 5 points.', { size: 50, fill: 0xFFFFFF }); instructionsText4.anchor.set(0.5, 0.5); instructionsText4.x = 1024; instructionsText4.y = 1110; howToPlayMenu.addChild(instructionsText4); var instructionsText5 = new Text2('If you cannot touch them in time,', { size: 50, fill: 0xFFFFFF }); instructionsText5.anchor.set(0.5, 0.5); instructionsText5.x = 1024; instructionsText5.y = 1180; howToPlayMenu.addChild(instructionsText5); var instructionsText6 = new Text2('your 5 points will decrease and', { size: 50, fill: 0xFFFFFF }); instructionsText6.anchor.set(0.5, 0.5); instructionsText6.x = 1024; instructionsText6.y = 1250; howToPlayMenu.addChild(instructionsText6); var instructionsText7 = new Text2('the game will end at -50 points', { size: 50, fill: 0xFFFFFF }); instructionsText7.anchor.set(0.5, 0.5); instructionsText7.x = 1024; instructionsText7.y = 1320; howToPlayMenu.addChild(instructionsText7); var instructionsText8 = new Text2('We must move the red note that comes every 25 notes', { size: 50, fill: 0xFFFFFF }); instructionsText8.anchor.set(0.5, 0.5); instructionsText8.x = 1024; instructionsText8.y = 1390; howToPlayMenu.addChild(instructionsText8); var instructionsText9 = new Text2('to the left. If we move it, we gain 20 points.', { size: 50, fill: 0xFFFFFF }); instructionsText9.anchor.set(0.5, 0.5); instructionsText9.x = 1024; instructionsText9.y = 1460; howToPlayMenu.addChild(instructionsText9); var instructionsText10 = new Text2('If we cannot, our 20 points will be deducted', { size: 50, fill: 0xFFFFFF }); instructionsText10.anchor.set(0.5, 0.5); instructionsText10.x = 1024; instructionsText10.y = 1530; howToPlayMenu.addChild(instructionsText10); var backFromHowToPlayButton = new MenuButton('BACK', function () { showMainMenu(); }); backFromHowToPlayButton.x = 1024; backFromHowToPlayButton.y = 1650; howToPlayMenu.addChild(backFromHowToPlayButton); game.addChild(mainMenu); game.addChild(difficultyMenu); game.addChild(howToPlayMenu); difficultyMenu.visible = false; howToPlayMenu.visible = false; // UI Elements var scoreText = new Text2('0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); scoreText.x = 0; scoreText.y = 50; LK.gui.top.addChild(scoreText); var comboText = new Text2('Combo: 0', { size: 50, fill: 0xFFFF00 }); comboText.anchor.set(1, 0); comboText.x = -50; comboText.y = 130; LK.gui.topRight.addChild(comboText); var highScoreText = new Text2('High Score: ' + (storage.highScore || 0), { size: 40, fill: 0xFFFFFF }); highScoreText.anchor.set(1, 0); highScoreText.x = -50; highScoreText.y = 200; LK.gui.topRight.addChild(highScoreText); // Hide UI initially scoreText.visible = false; comboText.visible = false; highScoreText.visible = false; // Create restart button for game screen var restartButton = new MenuButton('βΊ', function () { // Reset game state gameScore = 0; gameCombo = 0; spawnTimer = 0; noteCounter = 0; // Reset note counter for red mode // Clear all notes for (var i = notes.length - 1; i >= 0; i--) { removeNote(notes[i]); } updateUI(); }); restartButton.x = 924; restartButton.y = 50; restartButton.scaleX = 0.42; restartButton.scaleY = 0.42; gameContainer.addChild(restartButton); // Create return to main menu button for game screen var returnMenuButton = new MenuButton('π ', function () { // Stop game music and start menu music LK.stopMusic(); LK.playMusic('menumusic', { loop: true }); gameState = 'menu'; gameContainer.visible = false; scoreText.visible = false; comboText.visible = false; highScoreText.visible = false; // Clear all notes for (var i = notes.length - 1; i >= 0; i--) { removeNote(notes[i]); } // Reset game variables gameScore = 0; gameCombo = 0; spawnTimer = 0; noteCounter = 0; // Reset note counter for red mode updateUI(); // Show main menu showMainMenu(); }); returnMenuButton.x = 1124; returnMenuButton.y = 50; returnMenuButton.scaleX = 0.42; returnMenuButton.scaleY = 0.42; gameContainer.addChild(returnMenuButton); // Create note pads var padPositions = [512, 1024, 1536]; // Left, center, right positions game.addChild(gameContainer); gameContainer.visible = false; // Create intro text var introText = new Text2('lighten the darkness with music', { size: 80, fill: 0xFFFFFF }); introText.anchor.set(0.5, 0.5); introText.x = 1024; introText.y = 1366; introText.alpha = 1; game.addChild(introText); // Create black overlay for screen blackout effect var blackOverlay = LK.getAsset('notePad', { anchorX: 0, anchorY: 0, scaleX: 10, scaleY: 35, x: 0, y: 0 }); blackOverlay.tint = 0x000000; blackOverlay.alpha = 0.8; game.addChild(blackOverlay); // Initialize combo and score display text comboDisplayText = new Text2("", { size: 64, fill: 0xFFFFFF }); comboDisplayText.anchor.set(0.5, 0.5); comboDisplayText.x = 360; comboDisplayText.y = 300; comboDisplayText.visible = false; game.addChild(comboDisplayText); scoreDisplayText = new Text2("", { size: 24, fill: 0xFFFFFF }); scoreDisplayText.anchor.set(0.5, 0.5); scoreDisplayText.x = 360; scoreDisplayText.y = 50; game.addChild(scoreDisplayText); // Show intro text with fade in effect and black screen - starting 4.5 seconds earlier LK.setTimeout(function () { // Hold for 2 seconds then fade out LK.setTimeout(function () { tween(introText, { alpha: 0 }, { duration: 1500, onFinish: function onFinish() { game.removeChild(introText); } }); // Fade black overlay out tween(blackOverlay, { alpha: 0 }, { duration: 1500, onFinish: function onFinish() { game.removeChild(blackOverlay); } }); }, 2000); }, 0); // Start 4.5 seconds earlier (reduced from 500ms to 0ms) // Start menu music LK.playMusic('menumusic', { loop: true }); function showDifficultyMenu() { gameState = 'difficulty'; mainMenu.visible = false; difficultyMenu.visible = true; } function showHowToPlayMenu() { gameState = 'howtoplay'; mainMenu.visible = false; howToPlayMenu.visible = true; } function showMainMenu() { gameState = 'menu'; mainMenu.visible = true; difficultyMenu.visible = false; howToPlayMenu.visible = false; } function startGame() { gameState = 'playing'; mainMenu.visible = false; difficultyMenu.visible = false; gameContainer.visible = true; scoreText.visible = true; comboText.visible = true; highScoreText.visible = true; // Reset game state gameScore = 0; gameCombo = 0; spawnTimer = 0; noteCounter = 0; // Reset note counter for red mode // Set note speed based on difficulty var noteSpeed = 8; // normal speed if (selectedDifficulty === 'easy') { noteSpeed = 12; // 1.5 times faster than normal (8 * 1.5) } else if (selectedDifficulty === 'normal') { noteSpeed = 28; // 3.5 times faster than normal (8 * 3.5) } else if (selectedDifficulty === 'hard') { noteSpeed = 32; // 4 times faster than normal (8 * 4) } // Update all note pads with new speed Note.prototype.speed = noteSpeed; // Clear any existing notes for (var i = notes.length - 1; i >= 0; i--) { removeNote(notes[i]); } // Stop menu music and start game music LK.stopMusic(); LK.playMusic('bgmusic', { loop: true }); updateUI(); // Update high score display for selected difficulty var highScoreKey = 'highScore_' + selectedDifficulty; highScoreText.setText('Best (' + selectedDifficulty.toUpperCase() + '): ' + (storage[highScoreKey] || 0)); } function spawnNote() { var randomLane = Math.floor(Math.random() * 3); noteCounter++; // Create red note every 25 notes var isRedMode = noteCounter % 25 === 0; var note = new Note(randomLane, isRedMode); note.x = padPositions[randomLane]; note.y = -50; notes.push(note); gameContainer.addChild(note); } function checkNoteHit(lane) { var hitNote = null; var bestDistance = Infinity; // Find the closest note in the perfect zone for this lane for (var i = 0; i < notes.length; i++) { var note = notes[i]; if (note.lane === lane && !note.hasBeenHit) { var distance = Math.abs(note.y - perfectZoneY); if (distance < perfectTolerance && distance < bestDistance) { hitNote = note; bestDistance = distance; } } } if (hitNote) { // Perfect hit hitNote.hasBeenHit = true; gameScore += 5; gameCombo += 1; // Create explosion effect createExplosionEffect(hitNote.x, hitNote.y); // Change background color effect var colors = [0xff6b6b, 0x4ecdc4, 0x45b7d1, 0x96ceb4, 0xfeca57, 0xff9ff3, 0x54a0ff]; var randomColor = colors[Math.floor(Math.random() * colors.length)]; game.setBackgroundColor(randomColor); // Visual effect tween(hitNote, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 200, onFinish: function onFinish() { removeNote(hitNote); } }); LK.getSound('success').play(); updateUI(); } else { // Wrong timing gameScore -= 5; gameCombo = 0; LK.effects.flashScreen(0xff0000, 200); updateUI(); } } function createExplosionEffect(x, y) { // Create multiple explosion particles for (var i = 0; i < 8; i++) { var particle = LK.getAsset('note', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3 }); particle.x = x; particle.y = y; particle.tint = 0xFFFF00; // Yellow explosion color gameContainer.addChild(particle); // Random direction for each particle var angle = i / 8 * Math.PI * 2; var speed = 100 + Math.random() * 50; var targetX = x + Math.cos(angle) * speed; var targetY = y + Math.sin(angle) * speed; // Animate particle outward and fade tween(particle, { x: targetX, y: targetY, alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { gameContainer.removeChild(particle); } }); } } function showComboEffect(x, y) { var comboEffect = new Text2('COMBO!', { size: 80, fill: 0xFFFF00 }); comboEffect.anchor.set(0.5, 0.5); comboEffect.x = x; comboEffect.y = y; gameContainer.addChild(comboEffect); tween(comboEffect, { y: y - 100, alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { gameContainer.removeChild(comboEffect); } }); } function removeNote(note) { var index = notes.indexOf(note); if (index > -1) { notes.splice(index, 1); gameContainer.removeChild(note); } } function updateUI() { scoreText.setText(gameScore); comboText.setText('Combo: ' + gameCombo); LK.setScore(gameScore); // Update high score if current score is higher var highScoreKey = 'highScore_' + selectedDifficulty; var currentHighScore = storage[highScoreKey] || 0; if (gameScore > currentHighScore) { storage[highScoreKey] = gameScore; } highScoreText.setText('Best (' + selectedDifficulty.toUpperCase() + '): ' + (storage[highScoreKey] || 0)); // Check for game over at -50 points if (gameScore <= -50) { LK.showGameOver(); } } // Add pause menu functionality var pauseMenu = new Container(); var pauseTitle = new Text2('Game Paused', { size: 70, fill: 0xFFFFFF }); pauseTitle.anchor.set(0.5, 0.5); pauseTitle.x = 1024; pauseTitle.y = 1000; pauseMenu.addChild(pauseTitle); var resumeButton = new MenuButton('RESUME', function () { pauseMenu.visible = false; }); resumeButton.x = 1024; resumeButton.y = 1200; pauseMenu.addChild(resumeButton); var mainMenuButton = new MenuButton('MAIN MENU', function () { // Stop game music and start menu music LK.stopMusic(); LK.playMusic('menumusic', { loop: true }); gameState = 'menu'; pauseMenu.visible = false; gameContainer.visible = false; scoreText.visible = false; comboText.visible = false; highScoreText.visible = false; // Clear all notes for (var i = notes.length - 1; i >= 0; i--) { removeNote(notes[i]); } // Reset game variables gameScore = 0; gameCombo = 0; spawnTimer = 0; noteCounter = 0; // Reset note counter for red mode updateUI(); // Show main menu showMainMenu(); }); mainMenuButton.x = 1024; mainMenuButton.y = 1350; pauseMenu.addChild(mainMenuButton); game.addChild(pauseMenu); pauseMenu.visible = false; game.update = function () { if (gameState !== 'playing') { return; } // Spawn notes spawnTimer++; if (spawnTimer >= spawnInterval) { spawnNote(); spawnTimer = 0; } // Update and check notes for (var i = notes.length - 1; i >= 0; i--) { var note = notes[i]; // Check if note reached bottom (missed) if (note.y > 2800 && !note.hasBeenHit) { if (note.isRedMode) { gameScore -= 20; // Red notes penalty is -20 points } else { gameScore -= 5; // Normal notes penalty is -5 points } gameCombo = 0; // Combo system reset on miss combo = 0; comboDisplayText.setText("Miss!"); comboDisplayText.visible = true; LK.setTimeout(function () { comboDisplayText.visible = false; }, 500); LK.getSound('fail').play(); updateUI(); removeNote(note); } } };
===================================================================
--- original.js
+++ change.js
@@ -78,9 +78,8 @@
game.setBackgroundColor(0x1a1a2e);
combo = 0;
}, 5000);
}
- score += feverMode ? 10 : 5;
comboDisplayText.setText("Perfect!");
comboDisplayText.visible = true;
LK.setTimeout(function () {
comboDisplayText.visible = false;
@@ -127,9 +126,8 @@
game.setBackgroundColor(0x1a1a2e);
combo = 0;
}, 5000);
}
- score += feverMode ? 10 : 5;
comboDisplayText.setText("Perfect!");
comboDisplayText.visible = true;
LK.setTimeout(function () {
comboDisplayText.visible = false;
@@ -209,10 +207,8 @@
var perfectTolerance = 100;
var noteCounter = 0; // Track total notes spawned for red mode
var combo = 0;
var feverMode = false;
-var score = 0;
-var highScore = storage.highScore || 0;
var comboDisplayText;
var scoreDisplayText;
// Game state
var gameState = 'menu'; // 'menu', 'difficulty', or 'playing'
@@ -713,14 +709,8 @@
if (gameScore > currentHighScore) {
storage[highScoreKey] = gameScore;
}
highScoreText.setText('Best (' + selectedDifficulty.toUpperCase() + '): ' + (storage[highScoreKey] || 0));
- // Update high score tracking for combo system
- if (score > highScore) {
- highScore = score;
- storage.highScore = highScore;
- }
- scoreDisplayText.setText("Score: " + score + " | High Score: " + highScore);
// Check for game over at -50 points
if (gameScore <= -50) {
LK.showGameOver();
}
@@ -793,9 +783,8 @@
}
gameCombo = 0;
// Combo system reset on miss
combo = 0;
- score -= 5;
comboDisplayText.setText("Miss!");
comboDisplayText.visible = true;
LK.setTimeout(function () {
comboDisplayText.visible = false;