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agrega a note un aro externo llamado hit zone separado a unos pixeles de el con una transparencia de 0.6
Code edit (1 edits merged)
Please save this source code
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agrega a note un aro externo llamado hit zone separado a unos pixeles de el con una transparencia de 0.6
Code edit (3 edits merged)
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Crea un objeto llamado note que aparece en alguna posición aleatoria (x,y) de la pantalla
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Crea un objeto llamado note que aparece en alguna posición aleatoria (x,y) de la pantalla (No agrueges ningun script aun)
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Beat Tapper
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Music Game
/**** * Classes ****/ // Clase Note: crea una nota en una posición aleatoria de la pantalla var Note = Container.expand(function () { var self = Container.call(this); // Crear y adjuntar el asset de la nota, centrado var noteAsset = self.attachAsset('note', { anchorX: 0.5, anchorY: 0.5 }); // Posición aleatoria dentro de los límites de la pantalla (dejando margen para que no salga) var margin = 100; self.x = margin + Math.random() * (2048 - 2 * margin); self.y = margin + Math.random() * (2732 - 2 * margin); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 });
===================================================================
--- original.js
+++ change.js
@@ -1,307 +1,24 @@
/****
-* Plugins
-****/
-var tween = LK.import("@upit/tween.v1");
-
-/****
* Classes
****/
-// Note: All note types use the same asset for now, but can be extended for different shapes/colors.
+// Clase Note: crea una nota en una posición aleatoria de la pantalla
var Note = Container.expand(function () {
var self = Container.call(this);
- // Attach note asset (ellipse shape, color varies by lane)
- var noteGraphics = self.attachAsset('note', {
+ // Crear y adjuntar el asset de la nota, centrado
+ var noteAsset = self.attachAsset('note', {
anchorX: 0.5,
anchorY: 0.5
});
- // Lane index (0-3)
- self.lane = 0;
- // Whether this note has been hit or missed
- self.hit = false;
- // Time (in ticks) when the note should reach the hit zone
- self.targetTick = 0;
- // For animation (optional)
- self.update = function () {
- // Notes move down at a constant speed, calculated from their spawn time and target time
- // y is updated in the main game loop for precise timing
- };
+ // Posición aleatoria dentro de los límites de la pantalla (dejando margen para que no salga)
+ var margin = 100;
+ self.x = margin + Math.random() * (2048 - 2 * margin);
+ self.y = margin + Math.random() * (2732 - 2 * margin);
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x181830
-});
-
-/****
-* Game Code
-****/
-// --- CONFIGURATION ---
-// Number of lanes (columns)
-var NUM_LANES = 4;
-// Lane colors
-var LANE_COLORS = [0xff4b4b, 0x4bafff, 0x4bff7a, 0xffe14b];
-// Note color per lane
-var NOTE_COLORS = [0xffb3b3, 0xb3d1ff, 0xb3ffd1, 0xfff3b3];
-// Lane width (calculated)
-var LANE_WIDTH = Math.floor(2048 / NUM_LANES);
-// Hit zone Y position (from top)
-var HIT_ZONE_Y = 2400;
-// Hit window (in px)
-var HIT_WINDOW = 120;
-// Miss window (in px, below hit zone)
-var MISS_WINDOW = 80;
-// Note size
-var NOTE_SIZE = 180;
-// Timing
-var TICKS_PER_SECOND = 60;
-var SONG_BPM = 120; // beats per minute
-var BEAT_INTERVAL = Math.floor(60 / SONG_BPM * TICKS_PER_SECOND); // ticks per beat
-// Song length (in beats)
-var SONG_BEATS = 64;
-// --- ASSETS ---
-// Lane backgrounds
-for (var i = 0; i < NUM_LANES; i++) {}
-// Generic note asset (for class)
-// Hit zone
-// --- GAME STATE ---
-// Notes to be spawned (array of {lane, beat})
-var noteChart = [];
-// For MVP, generate a simple pattern: every beat, random lane
-for (var b = 0; b < SONG_BEATS; b++) {
- // For more challenge, sometimes spawn two notes at once
- if (b % 8 === 4) {
- // Double note
- var l1 = Math.floor(Math.random() * NUM_LANES);
- var l2 = (l1 + 1 + Math.floor(Math.random() * (NUM_LANES - 1))) % NUM_LANES;
- noteChart.push({
- lane: l1,
- beat: b
- });
- noteChart.push({
- lane: l2,
- beat: b
- });
- } else {
- noteChart.push({
- lane: Math.floor(Math.random() * NUM_LANES),
- beat: b
- });
- }
-}
-// Active notes in play
-var notes = [];
-// For each lane, track the last note hit (for combo)
-var laneCombo = [0, 0, 0, 0];
-// Score and combo
-var score = 0;
-var combo = 0;
-var maxCombo = 0;
-var misses = 0;
-var MAX_MISSES = 10;
-// --- UI ELEMENTS ---
-// Lane backgrounds
-var laneNodes = [];
-for (var i = 0; i < NUM_LANES; i++) {
- var laneNode = LK.getAsset('lane' + i, {
- anchorX: 0,
- anchorY: 0,
- x: i * LANE_WIDTH + 4,
- y: 0
- });
- game.addChild(laneNode);
- laneNodes.push(laneNode);
-}
-// Hit zone (visual guide)
-var hitZoneNode = LK.getAsset('hitZone', {
- anchorX: 0,
- anchorY: 0.5,
- x: 0,
- y: HIT_ZONE_Y
-});
-hitZoneNode.alpha = 0.08;
-game.addChild(hitZoneNode);
-// Score text
-var scoreTxt = new Text2('Score: 0', {
- size: 100,
- fill: 0xFFFFFF
-});
-scoreTxt.anchor.set(0.5, 0);
-LK.gui.top.addChild(scoreTxt);
-// Combo text
-var comboTxt = new Text2('', {
- size: 80,
- fill: 0xFFE14B
-});
-comboTxt.anchor.set(0.5, 0);
-LK.gui.top.addChild(comboTxt);
-// Misses text
-var missTxt = new Text2('', {
- size: 80,
- fill: 0xFF4B4B
-});
-missTxt.anchor.set(0.5, 0);
-LK.gui.top.addChild(missTxt);
-// --- NOTE SPAWNING ---
-// For each note, calculate when to spawn so it reaches hit zone at the right beat
-// Notes fall from y = -NOTE_SIZE/2 to HIT_ZONE_Y
-var NOTE_TRAVEL_DISTANCE = HIT_ZONE_Y + NOTE_SIZE / 2;
-var NOTE_SPEED = 18; // px per tick (tune for feel)
-var NOTE_TRAVEL_TICKS = Math.floor(NOTE_TRAVEL_DISTANCE / NOTE_SPEED);
-// For each note in chart, add a spawnTick property
-for (var i = 0; i < noteChart.length; i++) {
- var n = noteChart[i];
- n.targetTick = n.beat * BEAT_INTERVAL;
- n.spawnTick = n.targetTick - NOTE_TRAVEL_TICKS;
-}
-// --- GAMEPLAY ---
-var currentTick = 0;
-var nextNoteIndex = 0;
-var songEnded = false;
-// --- INPUT HANDLING ---
-// For touch, map x to lane
-function getLaneFromX(x) {
- var lane = Math.floor(x / LANE_WIDTH);
- if (lane < 0) lane = 0;
- if (lane >= NUM_LANES) lane = NUM_LANES - 1;
- return lane;
-}
-// On tap/click/touch
-game.down = function (x, y, obj) {
- // Only allow input in the lower part of the screen (where hit zone is)
- if (y < HIT_ZONE_Y - HIT_WINDOW * 2) return;
- var lane = getLaneFromX(x);
- // Find the closest note in this lane within the hit window
- var bestNote = null;
- var bestDist = HIT_WINDOW;
- for (var i = 0; i < notes.length; i++) {
- var note = notes[i];
- if (note.lane !== lane || note.hit) continue;
- var dist = Math.abs(note.y - HIT_ZONE_Y);
- if (dist < bestDist) {
- bestDist = dist;
- bestNote = note;
- }
- }
- if (bestNote) {
- // Hit!
- bestNote.hit = true;
- // Animate note (pop and fade)
- tween(bestNote, {
- scaleX: 1.5,
- scaleY: 1.5,
- alpha: 0
- }, {
- duration: 180,
- easing: tween.cubicOut,
- onFinish: function onFinish() {
- bestNote.destroy();
- }
- });
- // Remove from notes array
- for (var j = 0; j < notes.length; j++) {
- if (notes[j] === bestNote) {
- notes.splice(j, 1);
- break;
- }
- }
- // Scoring: closer = more points
- var accuracy = Math.max(0, 1 - bestDist / HIT_WINDOW);
- var points = 100 + Math.floor(accuracy * 100);
- score += points;
- combo += 1;
- if (combo > maxCombo) maxCombo = combo;
- scoreTxt.setText('Score: ' + score);
- comboTxt.setText('Combo: ' + combo);
- missTxt.setText('');
- // Flash lane
- LK.effects.flashObject(laneNodes[lane], 0xffffff, 120);
- } else {
- // Miss (tapped but no note)
- combo = 0;
- misses += 1;
- comboTxt.setText('');
- missTxt.setText('Miss!');
- LK.effects.flashScreen(0xff4b4b, 200);
- if (misses >= MAX_MISSES) {
- LK.showGameOver();
- }
- }
-};
-// --- GAME LOOP ---
-game.update = function () {
- if (songEnded) return;
- // Spawn notes at correct time
- while (nextNoteIndex < noteChart.length && noteChart[nextNoteIndex].spawnTick <= currentTick) {
- var n = noteChart[nextNoteIndex];
- // Create note
- var note = new Note();
- note.lane = n.lane;
- note.targetTick = n.targetTick;
- // Use lane-specific color
- var noteAsset = note.children[0];
- noteAsset.tint = NOTE_COLORS[n.lane];
- // Position at top of lane
- note.x = n.lane * LANE_WIDTH + LANE_WIDTH / 2;
- note.y = -NOTE_SIZE / 2;
- note.scaleX = 1;
- note.scaleY = 1;
- note.alpha = 1;
- notes.push(note);
- game.addChild(note);
- nextNoteIndex++;
- }
- // Move notes
- for (var i = notes.length - 1; i >= 0; i--) {
- var note = notes[i];
- if (note.hit) continue;
- note.y += NOTE_SPEED;
- // Check for miss (passed hit zone)
- if (note.y > HIT_ZONE_Y + MISS_WINDOW) {
- // Missed note
- note.hit = true;
- combo = 0;
- misses += 1;
- comboTxt.setText('');
- missTxt.setText('Miss!');
- LK.effects.flashObject(note, 0xff4b4b, 200);
- // Animate fade out
- tween(note, {
- alpha: 0
- }, {
- duration: 200,
- onFinish: function onFinish() {
- note.destroy();
- }
- });
- notes.splice(i, 1);
- if (misses >= MAX_MISSES) {
- LK.showGameOver();
- }
- }
- }
- // End of song
- if (currentTick > SONG_BEATS * BEAT_INTERVAL + 60 && !songEnded) {
- songEnded = true;
- // Show win if not too many misses
- if (misses < MAX_MISSES) {
- LK.setScore(score);
- LK.showYouWin();
- } else {
- LK.showGameOver();
- }
- }
- currentTick++;
-};
-// --- UI POSITIONING ---
-// Position score at top center, combo below it, miss below combo
-scoreTxt.x = LK.gui.top.width / 2;
-scoreTxt.y = 10;
-comboTxt.x = LK.gui.top.width / 2;
-comboTxt.y = 120;
-missTxt.x = LK.gui.top.width / 2;
-missTxt.y = 200;
-// --- MUSIC (optional, not implemented in MVP) ---
-// (In future: LK.playMusic('song1');)
\ No newline at end of file
+ backgroundColor: 0x000000
+});
\ No newline at end of file