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si no se especifica la posición o si es === 0 que la posición sea random
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agrega en add note la ubicacion del eje x e y
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Agrega a las Notes un gran numero en el centro en el orden de aparición, cuando el 1 se rompe, el segundo pasa a ser 1
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agrega una forma más comoda visualmente de agregar notas. EN vez de los ticks (500) que sea con el timer (0:01.00)
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agrea 5 notas random
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Crea una función reusable para agregar notas manualmente según el tiempo. EJ: note(time)
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agrega 5 notas random
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Crea una función reusable para agregar notas manualmente segun el tiempo
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agrega un espaciado justo entre los numeros ara evitar que se muevamn
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Agrega un contador encima que diga 0:00.00 que vaya subiendo cada segundo
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agrega un timer en la parte superior que vaya aumentando con el tiemo
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haz que note deje de aparecer al destruirse uno
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agrega un contador de tiempo que aumente cada segundo
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haz que note deje de aparecer al destruirse uno
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Elimina comentarios simples //
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haz que los ms tardados salgan con -
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Elimina codigo rebundante
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ 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; var hitAccuracy = self.attachAsset('hit', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.5, scaleY: 2.5 }); hitAccuracy.alpha = 0.25; var hitAccuracyTargetScale = 1.6; var hitAccuracyStartScale = 3.4; hitAccuracy.scaleX = hitAccuracyStartScale; hitAccuracy.scaleY = hitAccuracyStartScale; 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); var MARVELOUS_WINDOW = 30; var PERFECT_WINDOW = 70; var GOOD_WINDOW = 120; var BAD_WINDOW = 180; var FAIL_WINDOW = 250; self.spawnTime = Date.now(); self.hitZoneTime = self.spawnTime + 1000 / speed; function showFeedback(result, msValue) { var colorMap = { marvelous: 0x00fffc, perfect: 0x00ff00, good: 0xffff00, bad: 0xffa500, fail: 0xff0000 }; var color = colorMap[result] || 0xffffff; var msText = ""; if (typeof msValue === "number") { var msAbs = Math.abs(Math.round(msValue)); msText = " / " + (msValue > 0 ? "-" : "") + msAbs + "ms"; } var feedback = new Text2(result.toUpperCase() + msText, { size: 120, fill: "#" + ("000000" + color.toString(16)).slice(-6) }); feedback.anchor.set(0.5, 0); feedback.x = 2048 / 2; feedback.y = 120; game.addChild(feedback); tween(feedback, { alpha: 0, y: feedback.y - 60 }, { 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"; marvelousCount++; } else if (absMs <= PERFECT_WINDOW) { result = "perfect"; perfectCount++; } else if (absMs <= GOOD_WINDOW) { result = "good"; goodCount++; } else if (absMs <= BAD_WINDOW) { result = "bad"; badCount++; } else if (absMs <= FAIL_WINDOW) { result = "fail"; failCount++; } if (now < self.spawnTime + 0.2 * (self.hitZoneTime - self.spawnTime)) { result = "fail"; failCount++; } updateAccuracyDisplay(); LK.getSound('hitSound').play(); showFeedback(result, msDiff); self.destroy(); }; self.update = function () { var now = Date.now(); if (now - self.hitZoneTime > FAIL_WINDOW) { failCount++; updateAccuracyDisplay(); showFeedback("fail", undefined); self.destroy(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var ms; var time = 0; var gameStartTime; var gameStart; var timerText; var speed = 1.3; var note; var life = 100; var combo = 0; var score = 0; var marvelousCount = 0; var perfectCount = 0; var goodCount = 0; var badCount = 0; var failCount = 0; var accuracyDisplayConfig = [{ label: 'Marvelous', color: 0x00FFFC, yOffset: -300, type: 'marvelous' }, { label: 'Perfect', color: 0x00FF00, yOffset: -240, type: 'perfect' }, { label: 'Good', color: 0xFFFF00, yOffset: -180, type: 'good' }, { label: 'Bad', color: 0xFFA500, yOffset: -120, type: 'bad' }, { label: 'Fail', color: 0xFF0000, yOffset: -60, type: 'fail' }]; var accuracyTexts = {}; function createAccuracyText(label, color, yOffset) { var txt = new Text2(label + ': 0', { size: 40, fill: color }); txt.anchor.set(1, 0); txt.x = -20; txt.y = yOffset; LK.gui.bottomRight.addChild(txt); return txt; } accuracyDisplayConfig.forEach(function (cfg) { accuracyTexts[cfg.type] = createAccuracyText(cfg.label, cfg.color, cfg.yOffset); }); function updateAccuracyDisplay() { accuracyTexts.marvelous.setText('Marvelous: ' + marvelousCount); accuracyTexts.perfect.setText('Perfect: ' + perfectCount); accuracyTexts.good.setText('Good: ' + goodCount); accuracyTexts.bad.setText('Bad: ' + badCount); accuracyTexts.fail.setText('Fail: ' + failCount); } /* * Initializations */ gameStartTime = Date.now(); timerText = new Text2('0:00.00', { size: 60, fill: 0xFFFFFF }); timerText.anchor.set(0.5, 0); timerText.x = 0; timerText.y = 50; LK.gui.top.addChild(timerText); // Function to manually add notes at specific times function addNoteAtTime(delayMs, x, y) { LK.setTimeout(function () { var newNote = new Note(); if (x !== undefined) newNote.x = x; if (y !== undefined) newNote.y = y; game.addChild(newNote); }, delayMs); } // Function to add multiple notes with timing pattern function addNotesWithPattern(pattern) { pattern.forEach(function (noteData) { addNoteAtTime(noteData.time, noteData.x, noteData.y); }); } // Add 5 random notes at different times var margin = 100; addNoteAtTime(1000, margin + Math.random() * (2048 - 2 * margin), margin + Math.random() * (2732 - 2 * margin)); addNoteAtTime(2500, margin + Math.random() * (2048 - 2 * margin), margin + Math.random() * (2732 - 2 * margin)); addNoteAtTime(4000, margin + Math.random() * (2048 - 2 * margin), margin + Math.random() * (2732 - 2 * margin)); addNoteAtTime(5500, margin + Math.random() * (2048 - 2 * margin), margin + Math.random() * (2732 - 2 * margin)); addNoteAtTime(7000, margin + Math.random() * (2048 - 2 * margin), margin + Math.random() * (2732 - 2 * margin)); note = new Note(); game.addChild(note); game.update = function () { var currentTime = Date.now(); var elapsedMs = currentTime - gameStartTime; var totalSeconds = Math.floor(elapsedMs / 1000); var minutes = Math.floor(totalSeconds / 60); var seconds = totalSeconds % 60; var centiseconds = Math.floor(elapsedMs % 1000 / 10); var timeString = minutes + ':' + (seconds < 10 ? '0' : '') + seconds + '.' + (centiseconds < 10 ? '0' : '') + centiseconds; timerText.setText(timeString); };
===================================================================
--- original.js
+++ change.js
@@ -219,21 +219,17 @@
pattern.forEach(function (noteData) {
addNoteAtTime(noteData.time, noteData.x, noteData.y);
});
}
-// Example usage - add initial note
+// Add 5 random notes at different times
+var margin = 100;
+addNoteAtTime(1000, margin + Math.random() * (2048 - 2 * margin), margin + Math.random() * (2732 - 2 * margin));
+addNoteAtTime(2500, margin + Math.random() * (2048 - 2 * margin), margin + Math.random() * (2732 - 2 * margin));
+addNoteAtTime(4000, margin + Math.random() * (2048 - 2 * margin), margin + Math.random() * (2732 - 2 * margin));
+addNoteAtTime(5500, margin + Math.random() * (2048 - 2 * margin), margin + Math.random() * (2732 - 2 * margin));
+addNoteAtTime(7000, margin + Math.random() * (2048 - 2 * margin), margin + Math.random() * (2732 - 2 * margin));
note = new Note();
game.addChild(note);
-// Example: Add notes at specific times (in milliseconds from game start)
-// addNoteAtTime(2000, 1024, 1000); // Note at 2 seconds, center-left
-// addNoteAtTime(4000, 1500, 800); // Note at 4 seconds, center-right
-// Example: Add multiple notes with pattern
-// var notePattern = [
-// {time: 1000, x: 500, y: 1000},
-// {time: 2000, x: 1024, y: 800},
-// {time: 3000, x: 1500, y: 1200}
-// ];
-// addNotesWithPattern(notePattern);
game.update = function () {
var currentTime = Date.now();
var elapsedMs = currentTime - gameStartTime;
var totalSeconds = Math.floor(elapsedMs / 1000);