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optimiza el codigo
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dale un tinte a background para oscurecerlo un poco
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Aumenta el tamaño y haz más evidente lo del nen
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dale al titulo un estilo de neon
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aumenta el tamaño del titulo y dale un color salmon
Code edit (2 edits merged)
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agrega background al juego
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Haz que los niveles aparezcan uno a la vez con flechas para cambiarlo
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agrega una nueva nota con el asset notearrow, esta se tiene que arrastrar hacia el lado que apunta para sacarlo
Code edit (1 edits merged)
Please save this source code
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agrega un segundo nivel
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haz que las note cambien de color con una tinte según la presición que tendran al momento de tocarlo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que las note cambien de color con una tinte según la presición que tendran al momento de tocarlo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz que las note cambien de color según la precisión que tendrán
User prompt
optimiza el codigo
Code edit (1 edits merged)
Please save this source code
User prompt
cambia el titulo por el nombre del juego
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agrega a la pantalla de victoria para que se vea la puntuación
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Please fix the bug: 'TypeError: storage.get is not a function' in or related to this line: 'var prevRecord = storage.get(recordKey);' Line Number: 534
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HAz que al finalizar el juego muestre el record
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Please fix the bug: 'storage.get is not a function' in or related to this line: 'var bestScore = storage.get('bestScore') || 0;' Line Number: 362
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haz que en el menu inicial debajo del boton de tutorial salga el mejor records
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Please fix the bug: 'storage.getItem is not a function' in or related to this line: 'var bestScore = storage.getItem('bestScore') || 0;' Line Number: 363
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var bestScore = storage.get('bestScore') || 0;' Line Number: 363
/****
* 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
});
self.numberText = new Text2('1', {
size: 150,
fill: 0x000000
});
self.numberText.anchor.set(0.5, 0.5);
self.addChild(self.numberText);
self.setNumber = function (num) {
self.numberText.setText(num.toString());
};
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) {
// Only allow if this note is the first in activeNotes
if (activeNotes.length === 0 || activeNotes[0] !== self) {
// Not the first note, ignore press
return;
}
var now = Date.now();
var msDiff = now - self.hitZoneTime;
var absMs = Math.abs(msDiff);
var result = "fail";
var points = 0;
if (absMs <= MARVELOUS_WINDOW) {
result = "marvelous";
marvelousCount++;
points = 350;
} else if (absMs <= PERFECT_WINDOW) {
result = "perfect";
perfectCount++;
points = 300;
} else if (absMs <= GOOD_WINDOW) {
result = "good";
goodCount++;
points = 100;
} else if (absMs <= BAD_WINDOW) {
result = "bad";
badCount++;
points = 50;
} else if (absMs <= FAIL_WINDOW) {
result = "fail";
failCount++;
points = -100;
}
if (now < self.spawnTime + 0.2 * (self.hitZoneTime - self.spawnTime)) {
result = "fail";
failCount++;
points = -100;
}
score += points;
updateAccuracyDisplay();
LK.getSound('hitSound').play();
showFeedback(result, msDiff);
removeNoteFromActive(self);
self.destroy();
};
self.update = function () {
var now = Date.now();
if (now - self.hitZoneTime > FAIL_WINDOW) {
failCount++;
score -= 100;
updateAccuracyDisplay();
showFeedback("fail", undefined);
removeNoteFromActive(self);
self.destroy();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Niveles: lista de niveles con id, nombre, canción y puntuación máxima
var niveles = [{
id: 0,
nombre: "Tutorial",
cancion: "Tutorial",
puntuacionMax: 0,
audioOffset: 2405,
noteOffset: 0
}, {
id: 1,
nombre: "Nivel 2",
cancion: "Rattle",
// Usa la misma canción de ejemplo, puedes cambiar el id si tienes otra música
puntuacionMax: 0,
audioOffset: 0,
noteOffset: 0
}];
// Puedes agregar más niveles aquí
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 scoreText = null;
var marvelousCount = 0;
var perfectCount = 0;
var goodCount = 0;
var badCount = 0;
var failCount = 0;
var noteCounter = 0;
var activeNotes = [];
// === Audio and Note Offsets ===
var audioOffset = 0;
var noteOffset = 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;
}
// Reusable function to create notes at specific times
var scheduledNotes = [];
function addNote(nivel, timeString, x, y) {
// Convert time string format "M:SS.CC" or "MM:SS.CC" to milliseconds
var parts = timeString.split(':');
var minutes = parseInt(parts[0]);
var secondsParts = parts[1].split('.');
var seconds = parseInt(secondsParts[0]);
var centiseconds = parseInt(secondsParts[1]);
var totalMs = minutes * 60 * 1000 + seconds * 1000 + centiseconds * 10;
scheduledNotes.push({
nivel: nivel,
time: totalMs,
created: false,
x: x,
y: y
});
}
function createNoteAtPosition(x, y) {
var newNote = new Note();
noteCounter++;
newNote.orderNumber = noteCounter;
newNote.setNumber(activeNotes.length + 1);
activeNotes.push(newNote);
// Si x o y no están definidos, usa aleatorio en el cuadrado central
if (!x) {
newNote.x = Math.random() * 2048;
} else {
newNote.x = x;
}
if (!y) {
// Centra verticalmente en el cuadrado central
var squareSize = 2048;
var squareTop = (2732 - squareSize) / 2;
newNote.y = squareTop + Math.random() * squareSize;
} else {
newNote.y = y;
}
// Set alpha and interactivity: only first note is fully opaque and interactive
if (activeNotes.length === 1) {
newNote.alpha = 1;
newNote.interactive = true;
} else {
newNote.alpha = 0.8;
newNote.interactive = false;
}
game.addChild(newNote);
return newNote;
}
function updateNoteNumbers() {
for (var i = 0; i < activeNotes.length; i++) {
activeNotes[i].setNumber(i + 1);
// Only the first note is fully opaque and interactive
if (i === 0) {
activeNotes[i].alpha = 1;
activeNotes[i].interactive = true;
} else {
activeNotes[i].alpha = 0.8;
activeNotes[i].interactive = false;
}
}
}
function removeNoteFromActive(note) {
var index = activeNotes.indexOf(note);
if (index > -1) {
activeNotes.splice(index, 1);
updateNoteNumbers();
}
}
accuracyDisplayConfig.forEach(function (cfg) {
accuracyTexts[cfg.type] = createAccuracyText(cfg.label, cfg.color, cfg.yOffset);
accuracyTexts[cfg.type].visible = false; // Hide by default in menu
});
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);
}
function showAccuracyTexts(visible) {
for (var key in accuracyTexts) {
if (accuracyTexts.hasOwnProperty(key)) {
accuracyTexts[key].visible = visible;
}
}
}
/*
* Initializations
*/
// Add background image to the game scene
var backgroundImage = LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
game.addChild(backgroundImage);
// Add a semi-transparent black overlay to darken the background
var backgroundTint = LK.getAsset('cartel', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: 2048,
height: 2732
});
backgroundTint.alpha = 0.45;
backgroundTint.tint = 0x000000;
game.addChild(backgroundTint);
// --- MENU STATE ---
var menuContainer = new Container();
var menuTitle = new Text2("Parizuzzo", {
size: 320,
fill: 0xFA8072,
shadow: [{
color: 0x00fff7,
blur: 80,
offsetX: 0,
offsetY: 0,
alpha: 1
}, {
color: 0xff3c8a,
blur: 40,
offsetX: 0,
offsetY: 0,
alpha: 0.7
}],
stroke: "#fff",
strokeThickness: 32
});
menuTitle.anchor.set(0.5, 0);
menuTitle.x = 2048 / 2;
menuTitle.y = 200;
menuContainer.addChild(menuTitle);
var levelButtons = [];
var buttonStartY = 500;
var buttonSpacing = 180;
for (var i = 0; i < niveles.length; i++) {
(function (idx) {
var nivel = niveles[idx];
var btn = LK.getAsset('button', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: buttonStartY + idx * buttonSpacing + 300,
scaleX: 3.5,
scaleY: 3.5
});
var btnText = new Text2(nivel.nombre, {
size: 60,
fill: 0x000000
});
btnText.anchor.set(0.5, 0.5);
btnText.x = btn.x;
btnText.y = btn.y;
btn.interactive = true;
btn.down = function (x, y, obj) {
startGameWithLevel(idx);
};
menuContainer.addChild(btn);
menuContainer.addChild(btnText);
levelButtons.push(btn);
})(i);
}
game.addChild(menuContainer);
// --- GAME STATE ---
var gameStarted = false;
var musicStartTime = null;
var musicDuration = null;
var currentLevelIdx = 0;
function startGameWithLevel(levelIdx) {
currentLevelIdx = levelIdx;
// Hide menu
menuContainer.visible = false;
gameStarted = true;
// Reset state
gameStartTime = Date.now();
marvelousCount = 0;
perfectCount = 0;
goodCount = 0;
badCount = 0;
failCount = 0;
noteCounter = 0;
activeNotes = [];
score = 0;
combo = 0;
for (var k = 0; k < scheduledNotes.length; k++) {
scheduledNotes[k].created = false;
}
updateAccuracyDisplay();
showAccuracyTexts(true);
// Show timer
timerText.visible = true;
scoreText.visible = true;
scoreText.setText('Score: 0');
// Start the music for the selected level
var nivel = niveles[levelIdx];
// Set per-level offsets
if (nivel) {
audioOffset = typeof nivel.audioOffset === "number" ? nivel.audioOffset : 0;
noteOffset = typeof nivel.noteOffset === "number" ? nivel.noteOffset : 0;
}
if (nivel && nivel.cancion) {
if (audioOffset > 0) {
// Delay music start by audioOffset milliseconds
LK.setTimeout(function () {
LK.playMusic(nivel.cancion, {
loop: false
});
musicStartTime = Date.now();
}, audioOffset);
} else {
// Start music immediately (negative offset handled as 0)
LK.playMusic(nivel.cancion, {
loop: false
});
musicStartTime = Date.now();
}
// Set music duration (Tutorial is approximately 20 seconds)
if (nivel.cancion === "Tutorial") {
musicDuration = 20000; // 20 seconds in milliseconds
}
}
// Start the timer (already handled by game.update using gameStartTime)
}
// Timer text (hidden until game starts)
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);
timerText.visible = false;
// Score text (top right)
scoreText = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(1, 0);
scoreText.x = -20;
scoreText.y = 50;
LK.gui.topRight.addChild(scoreText);
scoreText.visible = false;
// Add notes for Tutorial (nivel 0) as example
addNote(0, "0:01.65", 0, 0);
addNote(0, "0:02.00", 200, 600);
addNote(0, "0:02.30", 500, 700);
addNote(0, "0:02.60", 800, 800);
addNote(0, "0:02.90", 1100, 900);
addNote(0, "0:03.20", 1400, 1000);
addNote(0, "0:03.65", 0, 0);
addNote(0, "0:04.00", 200, 600);
addNote(0, "0:04.30", 500, 700);
addNote(0, "0:04.60", 800, 800);
addNote(0, "0:04.90", 1100, 900);
addNote(0, "0:05.20", 1400, 1000);
addNote(0, "0:05.65", 0, 0);
addNote(0, "0:06.00", 200, 600);
addNote(0, "0:06.30", 500, 700);
addNote(0, "0:06.60", 800, 800);
addNote(0, "0:06.90", 1100, 900);
addNote(0, "0:07.20", 1400, 1000);
addNote(0, "0:07.65", 0, 0);
addNote(0, "0:08.00", 200, 600);
addNote(0, "0:08.30", 500, 700);
addNote(0, "0:08.60", 800, 800);
addNote(0, "0:08.90", 1100, 900);
addNote(0, "0:09.20", 1400, 1000);
addNote(0, "0:09.65", 0, 0);
addNote(0, "0:10.00", 200, 600);
addNote(0, "0:10.30", 500, 700);
addNote(0, "0:10.60", 800, 800);
addNote(0, "0:10.90", 1100, 900);
addNote(0, "0:11.20", 1400, 1000);
addNote(0, "0:11.65", 0, 0);
addNote(0, "0:12.00", 200, 600);
addNote(0, "0:12.30", 500, 700);
addNote(0, "0:12.60", 800, 800);
addNote(0, "0:12.90", 1100, 900);
addNote(0, "0:13.20", 1400, 1000);
addNote(0, "0:13.65", 0, 0);
addNote(0, "0:14.00", 200, 600);
addNote(0, "0:14.30", 500, 700);
addNote(0, "0:14.60", 800, 800);
addNote(0, "0:14.90", 1100, 900);
addNote(0, "0:15.20", 1400, 1000);
addNote(0, "0:15.65", 0, 0);
addNote(0, "0:16.00", 200, 600);
addNote(0, "0:16.30", 500, 700);
addNote(0, "0:16.60", 800, 800);
addNote(0, "0:16.90", 1100, 900);
addNote(0, "0:17.20", 1400, 1000);
addNote(0, "0:17.65", 0, 0);
addNote(0, "0:18.00", 200, 600);
addNote(0, "0:18.30", 500, 700);
addNote(0, "0:18.60", 800, 800);
addNote(0, "0:18.90", 1100, 900);
addNote(0, "0:19.20", 1400, 1000);
addNote(0, "0:20.30", 500, 700);
addNote(0, "0:20.60", 800, 800);
addNote(0, "0:20.90", 1100, 900);
addNote(0, "0:21.00", 1400, 1000);
addNote(0, "0:21.20", 1350, 600);
// Add notes for Nivel 2 (nivel 1) - ejemplo con patrón diferente
addNote(1, "0:01.00", 300, 400);
game.update = function () {
if (!gameStarted) {
// Menu is active, do not run game logic
return;
}
var currentTime = Date.now();
var elapsedMs = currentTime - gameStartTime;
// Apply noteOffset to note timing
var adjustedElapsedMs = elapsedMs + noteOffset;
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);
// Check scheduled notes
for (var i = 0; i < scheduledNotes.length; i++) {
var scheduled = scheduledNotes[i];
// Solo crear notas del nivel actualmente seleccionado
if (gameStarted && typeof currentLevelIdx !== "undefined" && scheduled.nivel === currentLevelIdx) {
if (!scheduled.created && adjustedElapsedMs >= scheduled.time) {
createNoteAtPosition(scheduled.x, scheduled.y);
scheduled.created = true;
}
}
}
// Update score text
if (scoreText) {
scoreText.setText('Score: ' + score);
}
// Check if music has ended
if (musicStartTime && musicDuration && currentTime - musicStartTime >= musicDuration) {
// Music has ended, show victory
LK.showYouWin();
musicStartTime = null; // Reset to prevent multiple calls
}
}; ===================================================================
--- original.js
+++ change.js
@@ -329,8 +329,20 @@
x: 0,
y: 0
});
game.addChild(backgroundImage);
+// Add a semi-transparent black overlay to darken the background
+var backgroundTint = LK.getAsset('cartel', {
+ anchorX: 0,
+ anchorY: 0,
+ x: 0,
+ y: 0,
+ width: 2048,
+ height: 2732
+});
+backgroundTint.alpha = 0.45;
+backgroundTint.tint = 0x000000;
+game.addChild(backgroundTint);
// --- MENU STATE ---
var menuContainer = new Container();
var menuTitle = new Text2("Parizuzzo", {
size: 320,