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agrega puntos. marvelous = 350, perfect = 300, good = 100, bad = 50, fail = resta
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agrega puntos. marvelous = 350, perfect = 300, good = 100, bad = 50, fail = resta
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Optimiza todo lo que es mostrar el resultado
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Please fix the bug: 'ReferenceError: failCount is not defined' in or related to this line: 'failCount++;' Line Number: 141
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Please fix the bug: 'speed is not defined' in or related to this line: 'tween(hitAccuracy, {' Line Number: 41
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optimiza todo lo que es absMS
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Optimiza todo showFeedback
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Optimiza todo el codigo
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agrega dos variables boleanas para ocultar o mostrar el contador de precisión y el de ms
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Arregla el error que muestra muchos decimales en los ms y elimina el + de los positivos
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elimina el texto var accuracyText
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Please fix the bug: 'ReferenceError: failCount is not defined' in or related to this line: 'failCount++;' Line Number: 146
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Please fix the bug: 'ReferenceError: updateAccuracyDisplay is not defined' in or related to this line: 'updateAccuracyDisplay();' Line Number: 147
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Elimina accurracy text
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optimiza los textos con una función reusable
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Los textos no son visibles
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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
/**** * 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 // Optimized reusable feedback display function function showFeedback(result, msValue) { // Color mapping for feedback var colorMap = { marvelous: 0x00fffc, perfect: 0x00ff00, good: 0xffff00, bad: 0xffa500, fail: 0xff0000 }; var color = colorMap[result] || 0xffffff; // Format msText: always 0 decimals, no + for positive, always show sign for negative 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); // Place feedback at the top center, below the top bar (avoid top 100px for menu) 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++; LK.setScore(LK.getScore() + 350); updateAccuracyDisplay(); } else if (absMs <= PERFECT_WINDOW) { result = "perfect"; perfectCount++; LK.setScore(LK.getScore() + 300); updateAccuracyDisplay(); } else if (absMs <= GOOD_WINDOW) { result = "good"; goodCount++; LK.setScore(LK.getScore() + 100); updateAccuracyDisplay(); } else if (absMs <= BAD_WINDOW) { result = "bad"; badCount++; LK.setScore(LK.getScore() + 50); updateAccuracyDisplay(); } else if (absMs <= FAIL_WINDOW) { result = "fail"; failCount++; LK.setScore(LK.getScore() - 100); updateAccuracyDisplay(); } // If hit is way too early (before hitAccuracy is close), also fail if (now < self.spawnTime + 0.2 * (self.hitZoneTime - self.spawnTime)) { result = "fail"; failCount++; LK.setScore(LK.getScore() - 100); updateAccuracyDisplay(); } LK.getSound('hitSound').play(); showFeedback(result, msDiff); 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) { failCount++; LK.setScore(LK.getScore() - 100); updateAccuracyDisplay(); showFeedback("fail", undefined); 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 = 1.3; var note; // Score display var scoreText = new Text2("Score: 0", { size: 70, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); scoreText.x = 2048 / 2; scoreText.y = 20 + 100; // below top menu area LK.gui.top.addChild(scoreText); function updateScoreDisplay() { scoreText.setText("Score: " + LK.getScore()); } // Hit counters var marvelousCount = 0; var perfectCount = 0; var goodCount = 0; var badCount = 0; var failCount = 0; // Accuracy display configuration and storage var accuracyDisplayConfig = [{ label: 'Marvelous', color: 0x00FFFC, yOffset: -280, type: 'marvelous' }, { label: 'Perfect', color: 0x00FF00, yOffset: -230, type: 'perfect' }, { label: 'Good', color: 0xFFFF00, yOffset: -180, type: 'good' }, { label: 'Bad', color: 0xFFA500, yOffset: -130, type: 'bad' }, { label: 'Fail', color: 0xFF0000, yOffset: -80, 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); updateScoreDisplay(); } /* * Initializations */ note = new Note(); game.addChild(note);
===================================================================
--- original.js
+++ change.js
@@ -115,16 +115,16 @@
updateAccuracyDisplay();
} else if (absMs <= FAIL_WINDOW) {
result = "fail";
failCount++;
- LK.setScore(Math.max(0, LK.getScore() - 100));
+ LK.setScore(LK.getScore() - 100);
updateAccuracyDisplay();
}
// If hit is way too early (before hitAccuracy is close), also fail
if (now < self.spawnTime + 0.2 * (self.hitZoneTime - self.spawnTime)) {
result = "fail";
failCount++;
- LK.setScore(Math.max(0, LK.getScore() - 100));
+ LK.setScore(LK.getScore() - 100);
updateAccuracyDisplay();
}
LK.getSound('hitSound').play();
showFeedback(result, msDiff);
@@ -136,9 +136,9 @@
self.update = function () {
var now = Date.now();
if (now - self.hitZoneTime > FAIL_WINDOW) {
failCount++;
- LK.setScore(Math.max(0, LK.getScore() - 100));
+ LK.setScore(LK.getScore() - 100);
updateAccuracyDisplay();
showFeedback("fail", undefined);
self.destroy();
note = new Note();
@@ -160,8 +160,20 @@
****/
var ms;
var speed = 1.3;
var note;
+// Score display
+var scoreText = new Text2("Score: 0", {
+ size: 70,
+ fill: 0xFFFFFF
+});
+scoreText.anchor.set(0.5, 0);
+scoreText.x = 2048 / 2;
+scoreText.y = 20 + 100; // below top menu area
+LK.gui.top.addChild(scoreText);
+function updateScoreDisplay() {
+ scoreText.setText("Score: " + LK.getScore());
+}
// Hit counters
var marvelousCount = 0;
var perfectCount = 0;
var goodCount = 0;
@@ -214,30 +226,11 @@
accuracyTexts.perfect.setText('Perfect: ' + perfectCount);
accuracyTexts.good.setText('Good: ' + goodCount);
accuracyTexts.bad.setText('Bad: ' + badCount);
accuracyTexts.fail.setText('Fail: ' + failCount);
+ updateScoreDisplay();
}
/*
* Initializations
*/
-// Score display
-var scoreText = new Text2("0", {
- size: 120,
- fill: 0xFFFFFF
-});
-scoreText.anchor.set(0.5, 0);
-scoreText.x = 0;
-scoreText.y = -360;
-LK.gui.top.addChild(scoreText);
-// Update score text whenever score changes
-function updateScoreDisplay() {
- scoreText.setText(LK.getScore());
-}
-// Patch LK.setScore to also update score display
-var _originalSetScore = LK.setScore;
-LK.setScore = function (val) {
- _originalSetScore(val);
- updateScoreDisplay();
-};
-updateScoreDisplay();
note = new Note();
game.addChild(note);
\ No newline at end of file