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game ends in 5 misses
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falling continues until game over
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hit zones light up in yellow
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make hitzones eclipse
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light up hitbars when bars get in the hitbars
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increase volume of hit zones
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bars have fewer frequency
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bars start falling from the top
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bars fall from higher
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make fall down slower
Code edit (1 edits merged)
Please save this source code
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Rhythm Tap Hero
Initial prompt
ı want a game like guitar hero
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Note class var Note = Container.expand(function () { var self = Container.call(this); // lane: 0-3 self.lane = 0; self.hit = false; self.missed = false; self.speed = 12; // Will be set dynamically // Attach note asset (set in .init) self.noteAsset = null; // Feedback effect self.effect = null; // Called every tick self.update = function () { self.y += self.speed; // If note goes past hit zone and not hit, mark as missed if (!self.hit && !self.missed && self.y > hitZoneY + hitZoneHeight) { self.missed = true; showMissEffect(self); } }; // Show hit feedback self.showHit = function () { if (self.effect) return; self.effect = self.attachAsset('hitEffect', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, alpha: 0.7 }); tween(self.effect, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { if (self.effect) { self.effect.destroy(); self.effect = null; } } }); }; // Show miss feedback self.showMiss = function () { if (self.effect) return; self.effect = self.attachAsset('missEffect', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, alpha: 0.7 }); tween(self.effect, { alpha: 0 }, { duration: 400, onFinish: function onFinish() { if (self.effect) { self.effect.destroy(); self.effect = null; } } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // Music (placeholder id) // Sound effects // Feedback shapes // Notes (different colors for each lane) // Hit zone highlight // Four note lanes (different colors for clarity) // Lane setup var laneCount = 4; var laneWidth = 400; var laneSpacing = 32; var totalLaneWidth = laneCount * laneWidth + (laneCount - 1) * laneSpacing; var leftMargin = Math.floor((2048 - totalLaneWidth) / 2); // Hit zone setup var hitZoneHeight = 160; // Increased from 80 to 160 for higher volume var hitZoneY = 2732 - 320; // 320px from bottom // Lane X positions var laneXs = []; for (var i = 0; i < laneCount; i++) { laneXs[i] = leftMargin + i * (laneWidth + laneSpacing) + laneWidth / 2; } // Draw lanes var lanes = []; for (var i = 0; i < laneCount; i++) { var laneAssetId = 'lane' + (i + 1); var lane = LK.getAsset(laneAssetId, { anchorX: 0.5, anchorY: 0, x: laneXs[i], y: 0, width: laneWidth, height: 2200 }); game.addChild(lane); lanes.push(lane); } // Draw hit zones var hitZones = []; for (var i = 0; i < laneCount; i++) { var hitZone = LK.getAsset('hitZone', { anchorX: 0.5, anchorY: 0, x: laneXs[i], y: hitZoneY, width: laneWidth, height: hitZoneHeight, // Now 160 alpha: 0.12 }); game.addChild(hitZone); hitZones.push(hitZone); } // Score and combo display var score = 0; var combo = 0; var maxCombo = 0; var scoreTxt = new Text2('Score: 0', { size: 90, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var comboTxt = new Text2('', { size: 70, fill: 0xFFFF00 }); comboTxt.anchor.set(0.5, 0); LK.gui.top.addChild(comboTxt); comboTxt.y = 110; // Notes array var notes = []; // Song data: array of {time, lane} // For MVP, a simple hardcoded pattern (in ms, relative to song start) var songNotes = [{ time: 800, lane: 0 }, { time: 1800, lane: 1 }, { time: 2800, lane: 2 }, { time: 3800, lane: 3 }, { time: 4800, lane: 0 }, { time: 5800, lane: 1 }, { time: 6800, lane: 2 }, { time: 7800, lane: 3 }]; // Song parameters var songDuration = 9000; // ms var noteSpeed = 7; // px per frame (will increase) var noteTravelTime = 1200; // ms from spawn to hit zone // Timing var songStartTime = null; var lastTickTime = null; var songPlaying = false; var nextNoteIndex = 0; // Feedback effect for misses function showMissEffect(note) { note.showMiss(); combo = 0; updateCombo(); LK.getSound('noteMiss').play(); // Flash lane LK.effects.flashObject(lanes[note.lane], 0xff0000, 200); } // Feedback effect for hits function showHitEffect(note) { note.showHit(); LK.getSound('noteHit').play(); // Flash lane LK.effects.flashObject(lanes[note.lane], 0x00ff00, 120); } // Update score and combo display function updateScore() { scoreTxt.setText('Score: ' + score); } function updateCombo() { if (combo > 1) { comboTxt.setText('Combo: ' + combo); } else { comboTxt.setText(''); } } // Start song and reset state function startSong() { score = 0; combo = 0; maxCombo = 0; updateScore(); updateCombo(); songStartTime = Date.now(); lastTickTime = songStartTime; songPlaying = true; nextNoteIndex = 0; // Remove old notes for (var i = notes.length - 1; i >= 0; i--) { notes[i].destroy(); notes.splice(i, 1); } // Play music LK.playMusic('song1'); } // End song (win) function endSong() { songPlaying = false; LK.showYouWin(); } // End song (fail) function failSong() { songPlaying = false; LK.showGameOver(); } // Spawn a note function spawnNote(lane, spawnTime) { var note = new Note(); note.lane = lane; note.speed = noteSpeed; var noteAssetId = 'note' + (lane + 1); note.noteAsset = note.attachAsset(noteAssetId, { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); // X position: center of lane note.x = laneXs[lane]; // Y position: spawn above screen so it reaches hit zone at correct time note.y = getNoteSpawnY(); notes.push(note); game.addChild(note); note.spawnTime = spawnTime; return note; } // Calculate note spawn Y so it reaches hit zone at the right time function getNoteSpawnY() { // Distance = speed * frames // frames = noteTravelTime / (1000/60) var frames = noteTravelTime / (1000 / 60); var distance = frames * noteSpeed; // Start notes at the very top of the screen (y = 0 - note height/2) return 0 - 40; // 40 is half the note height (80) } // Find the closest note in a lane to the hit zone (not yet hit or missed) function getHittableNote(lane) { var best = null; var bestDist = 99999; for (var i = 0; i < notes.length; i++) { var note = notes[i]; if (note.lane !== lane) continue; if (note.hit || note.missed) continue; var dist = Math.abs(note.y - (hitZoneY + hitZoneHeight / 2)); if (dist < bestDist) { best = note; bestDist = dist; } } return best; } // Handle tap input function handleTap(x, y, obj) { // Only if song is playing if (!songPlaying) return; // Which lane? for (var i = 0; i < laneCount; i++) { var laneLeft = laneXs[i] - laneWidth / 2; var laneRight = laneXs[i] + laneWidth / 2; if (x >= laneLeft && x <= laneRight) { // Check for hittable note in this lane var note = getHittableNote(i); if (note) { var noteCenterY = note.y; var hitCenterY = hitZoneY + hitZoneHeight / 2; var hitWindow = hitZoneHeight / 2; // Match hit window to half the new hit zone height if (Math.abs(noteCenterY - hitCenterY) <= hitWindow) { // Hit! note.hit = true; showHitEffect(note); score += 100 + combo * 10; combo += 1; if (combo > maxCombo) maxCombo = combo; updateScore(); updateCombo(); // Remove note after feedback tween(note, { alpha: 0 }, { duration: 120, onFinish: function onFinish() { note.destroy(); } }); return; } } // Miss (tapped but no note in window) combo = 0; updateCombo(); LK.getSound('noteMiss').play(); LK.effects.flashObject(lanes[i], 0xff0000, 120); return; } } } // Attach tap handler game.down = function (x, y, obj) { handleTap(x, y, obj); }; // No drag or move needed for this game game.move = function (x, y, obj) {}; game.up = function (x, y, obj) {}; // Main update loop game.update = function () { if (!songPlaying) return; var now = Date.now(); var songElapsed = now - songStartTime; // Spawn notes as their time comes while (nextNoteIndex < songNotes.length && songNotes[nextNoteIndex].time <= songElapsed + noteTravelTime) { var noteData = songNotes[nextNoteIndex]; spawnNote(noteData.lane, noteData.time); nextNoteIndex++; } // Update notes for (var i = notes.length - 1; i >= 0; i--) { var note = notes[i]; note.update(); // Remove notes that are off screen or hit/missed and faded out if (note.y > 2732 + 100 || note.hit && note.alpha === 0 || note.missed && note.alpha === 0) { note.destroy(); notes.splice(i, 1); } // If note just missed if (note.missed && !note._missFeedbackShown) { note._missFeedbackShown = true; showMissEffect(note); } } // End song if all notes are done and no notes left if (songElapsed > songDuration && notes.length === 0) { endSong(); } // Increase speed as song progresses (simple difficulty ramp) if (songElapsed > 4000 && noteSpeed < 10) { noteSpeed = 10; } if (songElapsed > 7000 && noteSpeed < 13) { noteSpeed = 13; } }; // Start the game startSong(); // Play music (already started in startSong) LK.playMusic('song1');
===================================================================
--- original.js
+++ change.js
@@ -96,9 +96,9 @@
var laneSpacing = 32;
var totalLaneWidth = laneCount * laneWidth + (laneCount - 1) * laneSpacing;
var leftMargin = Math.floor((2048 - totalLaneWidth) / 2);
// Hit zone setup
-var hitZoneHeight = 80;
+var hitZoneHeight = 160; // Increased from 80 to 160 for higher volume
var hitZoneY = 2732 - 320; // 320px from bottom
// Lane X positions
var laneXs = [];
for (var i = 0; i < laneCount; i++) {
@@ -128,8 +128,9 @@
x: laneXs[i],
y: hitZoneY,
width: laneWidth,
height: hitZoneHeight,
+ // Now 160
alpha: 0.12
});
game.addChild(hitZone);
hitZones.push(hitZone);
@@ -304,9 +305,9 @@
var note = getHittableNote(i);
if (note) {
var noteCenterY = note.y;
var hitCenterY = hitZoneY + hitZoneHeight / 2;
- var hitWindow = 90; // px, generous for MVP
+ var hitWindow = hitZoneHeight / 2; // Match hit window to half the new hit zone height
if (Math.abs(noteCenterY - hitCenterY) <= hitWindow) {
// Hit!
note.hit = true;
showHitEffect(note);