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agrega textos en la esquina inferior derecha para visualizar el acurracy
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crea variables para contar cuantos perfect, marvelous, bad, etc lleva el jugador
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Agrega un contador para llevar cuantos marvelous, perfect, bad, etc lleva el jugador (en forma de torre del mejor al peor, en la esquina inferior derecha)
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Agrega un contador para llevar cuantos marvelous, perfect, bad, etc lleva el jugador (en forma de torre del mejor al peor)
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Agrega un sonido al tocar
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agrega un sonido al tocar perfecto
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si se toca muy tarde el ms sera -ms si se toca muy despues ms
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haz que los textos de hit esten en la parte superior
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agrega al lado del texto de resultado el ms (ej: good / 20ms)
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crea un sistema de fail, bad, good, perfect, marvelous dependiendo de ms del hit (ms = milisegundos) si hit acurracy esta en la misma posicion de hit zone es marvelous y agrega segun los ms (negativo y positivo), si se pasa mucho tiempo = fail, si se toca muy per muy antes = fail
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Elimina una duración de minima y maxima de hitacurracy y haz que sea lineal dependiente de la velocidad
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elimina el hit acurracy duration
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crea una variable speed para modificar la velocidad en la que cae la hit acurracy
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Please fix the bug: 'tween.to is not a function' in or related to this line: 'tween.to(hitAccuracy, {' Line Number: 41 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'tween is not defined' in or related to this line: 'tween.to(hitAccuracy, {' Line Number: 36 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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crea un segundo aro para note llamada hit acurracy, este esta muy separado y se acerca a hit zone
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crea una variable llamada ms
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haz que note sea tocable y al tocarlo este se se destruye y se crea otro en un lugar random
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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
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Note class: creates a note at a random (x, y) position var Note = Container.expand(function () { var self = Container.call(this); var hitZone = self.attachAsset('hit', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.6, scaleY: 1.6 }); hitZone.alpha = 0.4; // Add hitAccuracy ring, starts much further out var hitAccuracy = self.attachAsset('hit', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.5, scaleY: 2.5 }); hitAccuracy.alpha = 0.25; // Animate hitAccuracy ring moving toward hitZone var hitAccuracyTargetScale = 1.6; var hitAccuracyStartScale = 3.4; hitAccuracy.scaleX = hitAccuracyStartScale; hitAccuracy.scaleY = hitAccuracyStartScale; // Use tween plugin for smooth animation, duration is now linearly dependent on speed only tween(hitAccuracy, { scaleX: hitAccuracyTargetScale, scaleY: hitAccuracyTargetScale }, { duration: 1000 / speed }); var noteAsset = self.attachAsset('note', { anchorX: 0.5, anchorY: 0.5 }); var margin = 100; self.x = margin + Math.random() * (2048 - 2 * margin); self.y = margin + Math.random() * (2732 - 2 * margin); // Timing windows in ms (example values, tune as needed) var MARVELOUS_WINDOW = 30; var PERFECT_WINDOW = 70; var GOOD_WINDOW = 120; var BAD_WINDOW = 180; var FAIL_WINDOW = 250; // Store the time when the note is created and when the hit zone is reached self.spawnTime = Date.now(); self.hitZoneTime = self.spawnTime + 1000 / speed; // duration of tween // Helper to show feedback (could be improved with particles, etc) function showFeedback(result) { var color = 0xffffff; if (result === "marvelous") color = 0x00fffc;else if (result === "perfect") color = 0x00ff00;else if (result === "good") color = 0xffff00;else if (result === "bad") color = 0xffa500;else if (result === "fail") color = 0xff0000; var feedback = new Text2(result.toUpperCase(), { size: 120, fill: "#" + ("000000" + color.toString(16)).slice(-6) }); feedback.anchor.set(0.5, 0.5); feedback.x = self.x; feedback.y = self.y - 180; game.addChild(feedback); tween(feedback, { alpha: 0, y: feedback.y - 100 }, { duration: 500 }); LK.setTimeout(function () { feedback.destroy(); }, 500); } self.down = function (x, y, obj) { var now = Date.now(); var msDiff = now - self.hitZoneTime; var absMs = Math.abs(msDiff); var result = "fail"; if (absMs <= MARVELOUS_WINDOW) result = "marvelous";else if (absMs <= PERFECT_WINDOW) result = "perfect";else if (absMs <= GOOD_WINDOW) result = "good";else if (absMs <= BAD_WINDOW) result = "bad";else if (absMs <= FAIL_WINDOW) result = "fail"; // If hit is way too early (before hitAccuracy is close), also fail if (now < self.spawnTime + 0.2 * (self.hitZoneTime - self.spawnTime)) result = "fail"; showFeedback(result); self.destroy(); note = new Note(); game.addChild(note); }; // Miss detection: if player doesn't tap in time, auto-fail self.update = function () { var now = Date.now(); if (now - self.hitZoneTime > FAIL_WINDOW) { showFeedback("fail"); self.destroy(); note = new Note(); game.addChild(note); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var ms; var speed = 1; var note; /* * Initializations */ note = new Note(); game.addChild(note);
===================================================================
--- original.js
+++ change.js
@@ -42,13 +42,62 @@
});
var margin = 100;
self.x = margin + Math.random() * (2048 - 2 * margin);
self.y = margin + Math.random() * (2732 - 2 * margin);
+ // Timing windows in ms (example values, tune as needed)
+ var MARVELOUS_WINDOW = 30;
+ var PERFECT_WINDOW = 70;
+ var GOOD_WINDOW = 120;
+ var BAD_WINDOW = 180;
+ var FAIL_WINDOW = 250;
+ // Store the time when the note is created and when the hit zone is reached
+ self.spawnTime = Date.now();
+ self.hitZoneTime = self.spawnTime + 1000 / speed; // duration of tween
+ // Helper to show feedback (could be improved with particles, etc)
+ function showFeedback(result) {
+ var color = 0xffffff;
+ if (result === "marvelous") color = 0x00fffc;else if (result === "perfect") color = 0x00ff00;else if (result === "good") color = 0xffff00;else if (result === "bad") color = 0xffa500;else if (result === "fail") color = 0xff0000;
+ var feedback = new Text2(result.toUpperCase(), {
+ size: 120,
+ fill: "#" + ("000000" + color.toString(16)).slice(-6)
+ });
+ feedback.anchor.set(0.5, 0.5);
+ feedback.x = self.x;
+ feedback.y = self.y - 180;
+ game.addChild(feedback);
+ tween(feedback, {
+ alpha: 0,
+ y: feedback.y - 100
+ }, {
+ duration: 500
+ });
+ LK.setTimeout(function () {
+ feedback.destroy();
+ }, 500);
+ }
self.down = function (x, y, obj) {
+ var now = Date.now();
+ var msDiff = now - self.hitZoneTime;
+ var absMs = Math.abs(msDiff);
+ var result = "fail";
+ if (absMs <= MARVELOUS_WINDOW) result = "marvelous";else if (absMs <= PERFECT_WINDOW) result = "perfect";else if (absMs <= GOOD_WINDOW) result = "good";else if (absMs <= BAD_WINDOW) result = "bad";else if (absMs <= FAIL_WINDOW) result = "fail";
+ // If hit is way too early (before hitAccuracy is close), also fail
+ if (now < self.spawnTime + 0.2 * (self.hitZoneTime - self.spawnTime)) result = "fail";
+ showFeedback(result);
self.destroy();
note = new Note();
game.addChild(note);
};
+ // Miss detection: if player doesn't tap in time, auto-fail
+ self.update = function () {
+ var now = Date.now();
+ if (now - self.hitZoneTime > FAIL_WINDOW) {
+ showFeedback("fail");
+ self.destroy();
+ note = new Note();
+ game.addChild(note);
+ }
+ };
return self;
});
/****