User prompt
Score and high score delete ↪💡 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; ↪💡 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 ↪💡 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 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let's earn 15 points when you smile at the screen ↪💡 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 ↪💡 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. ↪💡 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 ↪💡 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 ↪💡 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. ↪💡 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. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the text "Light up the darkness with music" much more prominent ↪💡 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. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let it be 2 seconds earlier ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
DECIDE 2.5 SECONDS EARLIER ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When this text appears the screen goes black ↪💡 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 ↪💡 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 ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
shake it a little bit more ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When you destroy the notes, the screen should shake a little ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When the notes are pressed and disappear, an explosion effect appears ↪💡 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");
var facekit = LK.import("@upit/facekit.v1");
/****
* Classes
****/
var BonusNote = Container.expand(function () {
var self = Container.call(this);
var noteGraphics = self.attachAsset('note', {
anchorX: 0.5,
anchorY: 0.5
});
noteGraphics.tint = 0xFFD700; // Gold color for bonus notes
self.speed = 6; // Slightly slower than regular notes
self.hasBeenHit = false;
self.isBonus = true;
self.update = function () {
self.y += self.speed;
};
self.down = function (x, y, obj) {
if (!self.hasBeenHit) {
self.hasBeenHit = true;
gameScore += 20; // Bonus notes worth 20 points
gameCombo += 1;
// Create explosion effect
createExplosionEffect(self.x, self.y);
// Add screen shake effect
tween(game, {
x: game.x + 25
}, {
duration: 50,
onFinish: function onFinish() {
tween(game, {
x: game.x - 50
}, {
duration: 50,
onFinish: function onFinish() {
tween(game, {
x: 0
}, {
duration: 50
});
}
});
}
});
// Visual effect
tween(self, {
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 200,
onFinish: function onFinish() {
removeBonusNote(self);
}
});
LK.getSound('success').play();
updateUI();
}
};
return self;
});
// 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) {
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.update = function () {
self.y += self.speed;
};
self.down = function (x, y, obj) {
if (!self.hasBeenHit) {
self.hasBeenHit = true;
gameScore += 5;
gameCombo += 1;
// Create explosion effect
createExplosionEffect(self.x, self.y);
// Add screen shake effect
tween(game, {
x: game.x + 25
}, {
duration: 50,
onFinish: function onFinish() {
tween(game, {
x: game.x - 50
}, {
duration: 50,
onFinish: function onFinish() {
tween(game, {
x: 0
}, {
duration: 50
});
}
});
}
});
// Visual effect
tween(self, {
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 200,
onFinish: function onFinish() {
removeNote(self);
}
});
LK.getSound('success').play();
updateUI();
}
};
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 bonusNotes = [];
var gameScore = 0;
var gameCombo = 0;
var spawnTimer = 0;
var spawnInterval = 45; // 0.75 seconds at 60fps
var perfectZoneY = 2400;
var perfectTolerance = 100;
var lastSmiling = false;
var smileDetectionTimer = 0;
var smileDetectionCooldown = 180; // 3 seconds at 60fps
// 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 backFromHowToPlayButton = new MenuButton('BACK', function () {
showMainMenu();
});
backFromHowToPlayButton.x = 1024;
backFromHowToPlayButton.y = 1500;
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('↺', function () {
// Reset game state
gameScore = 0;
gameCombo = 0;
spawnTimer = 0;
// Clear all notes
for (var i = notes.length - 1; i >= 0; i--) {
removeNote(notes[i]);
}
// Clear all bonus notes
for (var i = bonusNotes.length - 1; i >= 0; i--) {
removeBonusNote(bonusNotes[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('🏠', 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]);
}
// Clear all bonus notes
for (var i = bonusNotes.length - 1; i >= 0; i--) {
removeBonusNote(bonusNotes[i]);
}
// Reset game variables
gameScore = 0;
gameCombo = 0;
spawnTimer = 0;
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;
// 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;
// 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]);
}
// Clear any existing bonus notes
for (var i = bonusNotes.length - 1; i >= 0; i--) {
removeBonusNote(bonusNotes[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);
var note = new Note(randomLane);
note.x = padPositions[randomLane];
note.y = -50;
notes.push(note);
gameContainer.addChild(note);
}
function spawnBonusNote() {
var randomLane = Math.floor(Math.random() * 3);
var bonusNote = new BonusNote();
bonusNote.x = padPositions[randomLane];
bonusNote.y = -50;
bonusNotes.push(bonusNote);
gameContainer.addChild(bonusNote);
}
function removeBonusNote(bonusNote) {
var index = bonusNotes.indexOf(bonusNote);
if (index > -1) {
bonusNotes.splice(index, 1);
gameContainer.removeChild(bonusNote);
}
}
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);
// Add screen shake effect
tween(game, {
x: game.x + 25
}, {
duration: 50,
onFinish: function onFinish() {
tween(game, {
x: game.x - 50
}, {
duration: 50,
onFinish: function onFinish() {
tween(game, {
x: 0
}, {
duration: 50
});
}
});
}
});
// 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]);
}
// Clear all bonus notes
for (var i = bonusNotes.length - 1; i >= 0; i--) {
removeBonusNote(bonusNotes[i]);
}
// Reset game variables
gameScore = 0;
gameCombo = 0;
spawnTimer = 0;
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;
}
// Smile detection for bonus notes
smileDetectionTimer++;
var currentSmiling = facekit.mouthOpen; // Using mouthOpen as smile detection
if (!lastSmiling && currentSmiling && smileDetectionTimer >= smileDetectionCooldown) {
// Player just started smiling, spawn bonus note
spawnBonusNote();
smileDetectionTimer = 0;
}
lastSmiling = currentSmiling;
// 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) {
gameScore -= 5;
gameCombo = 0;
LK.getSound('fail').play();
updateUI();
removeNote(note);
}
}
// Update and check bonus notes
for (var i = bonusNotes.length - 1; i >= 0; i--) {
var bonusNote = bonusNotes[i];
// Check if bonus note reached bottom (missed)
if (bonusNote.y > 2800 && !bonusNote.hasBeenHit) {
removeBonusNote(bonusNote);
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -2,12 +2,70 @@
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
+var facekit = LK.import("@upit/facekit.v1");
/****
* Classes
****/
+var BonusNote = Container.expand(function () {
+ var self = Container.call(this);
+ var noteGraphics = self.attachAsset('note', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ noteGraphics.tint = 0xFFD700; // Gold color for bonus notes
+ self.speed = 6; // Slightly slower than regular notes
+ self.hasBeenHit = false;
+ self.isBonus = true;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ self.down = function (x, y, obj) {
+ if (!self.hasBeenHit) {
+ self.hasBeenHit = true;
+ gameScore += 20; // Bonus notes worth 20 points
+ gameCombo += 1;
+ // Create explosion effect
+ createExplosionEffect(self.x, self.y);
+ // Add screen shake effect
+ tween(game, {
+ x: game.x + 25
+ }, {
+ duration: 50,
+ onFinish: function onFinish() {
+ tween(game, {
+ x: game.x - 50
+ }, {
+ duration: 50,
+ onFinish: function onFinish() {
+ tween(game, {
+ x: 0
+ }, {
+ duration: 50
+ });
+ }
+ });
+ }
+ });
+ // Visual effect
+ tween(self, {
+ alpha: 0,
+ scaleX: 2,
+ scaleY: 2
+ }, {
+ duration: 200,
+ onFinish: function onFinish() {
+ removeBonusNote(self);
+ }
+ });
+ LK.getSound('success').play();
+ updateUI();
+ }
+ };
+ return self;
+});
// Game starts in menu state
var MenuButton = Container.expand(function (text, onClickCallback) {
var self = Container.call(this);
// Create button background
@@ -134,14 +192,18 @@
y: 0
});
game.addChild(background);
var notes = [];
+var bonusNotes = [];
var gameScore = 0;
var gameCombo = 0;
var spawnTimer = 0;
var spawnInterval = 45; // 0.75 seconds at 60fps
var perfectZoneY = 2400;
var perfectTolerance = 100;
+var lastSmiling = false;
+var smileDetectionTimer = 0;
+var smileDetectionCooldown = 180; // 3 seconds at 60fps
// Game state
var gameState = 'menu'; // 'menu', 'difficulty', or 'playing'
var selectedDifficulty = 'normal';
var mainMenu = new Container();
@@ -322,8 +384,12 @@
// Clear all notes
for (var i = notes.length - 1; i >= 0; i--) {
removeNote(notes[i]);
}
+ // Clear all bonus notes
+ for (var i = bonusNotes.length - 1; i >= 0; i--) {
+ removeBonusNote(bonusNotes[i]);
+ }
updateUI();
});
restartButton.x = 924;
restartButton.y = 50;
@@ -345,8 +411,12 @@
// Clear all notes
for (var i = notes.length - 1; i >= 0; i--) {
removeNote(notes[i]);
}
+ // Clear all bonus notes
+ for (var i = bonusNotes.length - 1; i >= 0; i--) {
+ removeBonusNote(bonusNotes[i]);
+ }
// Reset game variables
gameScore = 0;
gameCombo = 0;
spawnTimer = 0;
@@ -409,8 +479,12 @@
// Clear any existing notes
for (var i = notes.length - 1; i >= 0; i--) {
removeNote(notes[i]);
}
+ // Clear any existing bonus notes
+ for (var i = bonusNotes.length - 1; i >= 0; i--) {
+ removeBonusNote(bonusNotes[i]);
+ }
// Stop menu music and start game music
LK.stopMusic();
LK.playMusic('bgmusic', {
loop: true
@@ -427,8 +501,23 @@
note.y = -50;
notes.push(note);
gameContainer.addChild(note);
}
+function spawnBonusNote() {
+ var randomLane = Math.floor(Math.random() * 3);
+ var bonusNote = new BonusNote();
+ bonusNote.x = padPositions[randomLane];
+ bonusNote.y = -50;
+ bonusNotes.push(bonusNote);
+ gameContainer.addChild(bonusNote);
+}
+function removeBonusNote(bonusNote) {
+ var index = bonusNotes.indexOf(bonusNote);
+ if (index > -1) {
+ bonusNotes.splice(index, 1);
+ gameContainer.removeChild(bonusNote);
+ }
+}
function checkNoteHit(lane) {
var hitNote = null;
var bestDistance = Infinity;
// Find the closest note in the perfect zone for this lane
@@ -600,8 +689,12 @@
// Clear all notes
for (var i = notes.length - 1; i >= 0; i--) {
removeNote(notes[i]);
}
+ // Clear all bonus notes
+ for (var i = bonusNotes.length - 1; i >= 0; i--) {
+ removeBonusNote(bonusNotes[i]);
+ }
// Reset game variables
gameScore = 0;
gameCombo = 0;
spawnTimer = 0;
@@ -617,8 +710,17 @@
game.update = function () {
if (gameState !== 'playing') {
return;
}
+ // Smile detection for bonus notes
+ smileDetectionTimer++;
+ var currentSmiling = facekit.mouthOpen; // Using mouthOpen as smile detection
+ if (!lastSmiling && currentSmiling && smileDetectionTimer >= smileDetectionCooldown) {
+ // Player just started smiling, spawn bonus note
+ spawnBonusNote();
+ smileDetectionTimer = 0;
+ }
+ lastSmiling = currentSmiling;
// Spawn notes
spawnTimer++;
if (spawnTimer >= spawnInterval) {
spawnNote();
@@ -635,5 +737,13 @@
updateUI();
removeNote(note);
}
}
+ // Update and check bonus notes
+ for (var i = bonusNotes.length - 1; i >= 0; i--) {
+ var bonusNote = bonusNotes[i];
+ // Check if bonus note reached bottom (missed)
+ if (bonusNote.y > 2800 && !bonusNote.hasBeenHit) {
+ removeBonusNote(bonusNote);
+ }
+ }
};
\ No newline at end of file