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Change BPM to 115
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Again
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Biraz yukarı
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BM Studio yazsını biraz aşagĢıya kaydır
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Beat Maker Studio yazısını sil be onun yerine ā BM Studio ā yaz
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BPM: 120 yazısını ve playButtonu biraz aşagĢıya kaydır
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Step 1/12 yazısını aşagĢıya kaydır
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Yazıları birazcık daha tekrar sola kaydır
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Tracklistteki bass kick rim snare clap yazılarını birazcık buĢyuĢlt
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Tracklistteki BASS , SNARE , HI-HAT , RIM CLAP KICK, yazılarını birazcık sola kaydır
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Biraz daha buĢyuĢlt
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Beat Maker Studio yazsını buĢyuĢlt
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Beat Maker Studio yazısını buĢyuĢlt
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Steps 1/12 yazsını, BPM artı ekşinin oldugĢu yere al, BPM artı eksiyi Steps 1/12 yazının oldugĢu yere al
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playButtonu birazcık uĢstte al
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BPM:120 yazını buĢyuĢlt
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Steps 1/12 yazsını birazcık aşagĢıya al
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Steps 1/12 yazısını buĢyuĢlt
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BPM hızı , BPM steps ve BPM artı ve eksi butonlarını playButtonun altına taşı
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var GridCell = Container.expand(function (trackIndex, stepIndex, soundId) { var self = Container.call(this); self.trackIndex = trackIndex; self.stepIndex = stepIndex; self.soundId = soundId; self.isActive = false; var cellBg = self.attachAsset('gridCell', { anchorX: 0.5, anchorY: 0.5 }); var activeBeat = self.attachAsset('activeBeat', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); self.setActive = function (active) { self.isActive = active; if (active) { activeBeat.alpha = 1; tween(activeBeat, { scaleX: 1.1, scaleY: 1.1 }, { duration: 100, easing: tween.easeOut }); tween(activeBeat, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } else { activeBeat.alpha = 0; } }; self.highlight = function () { if (self.isActive) { tween(activeBeat, { scaleX: 1.2, scaleY: 1.2 }, { duration: 50, easing: tween.easeOut }); tween(activeBeat, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }; self.down = function (x, y, obj) { self.setActive(!self.isActive); if (self.isActive) { LK.getSound(self.soundId).play(); } }; return self; }); var Track = Container.expand(function (trackIndex, soundId, color, name) { var self = Container.call(this); self.trackIndex = trackIndex; self.soundId = soundId; self.cells = []; var trackBg = self.attachAsset('trackBackground', { anchorX: 0, anchorY: 0.5, tint: color }); trackBg.alpha = 0.3; trackBg.y = 0; var trackLabel = new Text2(name, { size: 32, fill: 0xFFFFFF }); trackLabel.anchor.set(0, 0.5); trackLabel.x = -30; trackLabel.y = 0; self.addChild(trackLabel); for (var i = 0; i < 12; i++) { var cell = new GridCell(trackIndex, i, soundId); cell.x = 150 + i * 160; cell.y = 0; self.addChild(cell); self.cells.push(cell); } self.playStep = function (stepIndex) { if (self.cells[stepIndex].isActive) { LK.getSound(self.soundId).play(); self.cells[stepIndex].highlight(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0d1117 }); /**** * Game Code ****/ // Initialize sound assets for each track var isPlaying = false; var currentStep = 0; var bpm = 115; var stepDuration = 60 / bpm / 4 * 1000; var lastStepTime = 0; var tracks = []; var trackData = [{ soundId: 'kick', color: 0xFF5722, name: 'KICK' }, { soundId: 'snare', color: 0x2196F3, name: 'SNARE' }, { soundId: 'hihat', color: 0xFFC107, name: 'HI-HAT' }, { soundId: 'bass', color: 0x9C27B0, name: 'BASS' }, { soundId: 'synth', color: 0x00BCD4, name: 'RIM' }, { soundId: 'lead', color: 0x8BC34A, name: 'CLAP' }]; // Create tracks - center vertically on screen var totalTracksHeight = trackData.length * 100; var startY = (2732 - totalTracksHeight) / 2; for (var i = 0; i < trackData.length; i++) { var track = new Track(i, trackData[i].soundId, trackData[i].color, trackData[i].name); track.x = 32; track.y = startY + i * 100; game.addChild(track); tracks.push(track); } // Create playhead var playhead = game.attachAsset('playhead', { anchorX: 0.5, anchorY: 0 }); playhead.x = 150 + 32; playhead.y = startY - 50; // Create play/pause button var playButton = game.attachAsset('playButton', { anchorX: 0.5, anchorY: 0.5 }); playButton.x = 1024; playButton.y = 350; var pauseButton = game.attachAsset('pauseButton', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); pauseButton.x = 1024; pauseButton.y = 350; // BPM display var bpmText = new Text2('BPM: ' + bpm, { size: 48, fill: 0xFFFFFF }); bpmText.anchor.set(0.5, 0.5); bpmText.x = 1024; bpmText.y = 500; game.addChild(bpmText); // Step counter var stepText = new Text2('Step: 1/12', { size: 48, fill: 0xFFFFFF }); stepText.anchor.set(0.5, 0.5); stepText.x = 1024; stepText.y = 600; game.addChild(stepText); // BPM controls var bpmUpButton = new Text2('+', { size: 100, fill: 0x4CAF50 }); bpmUpButton.anchor.set(0.5, 0.5); bpmUpButton.x = 1100; bpmUpButton.y = 700; game.addChild(bpmUpButton); var bpmDownButton = new Text2('-', { size: 100, fill: 0xFF5722 }); bpmDownButton.anchor.set(0.5, 0.5); bpmDownButton.x = 950; bpmDownButton.y = 700; game.addChild(bpmDownButton); function togglePlayback() { isPlaying = !isPlaying; if (isPlaying) { playButton.alpha = 0; pauseButton.alpha = 1; lastStepTime = Date.now(); } else { playButton.alpha = 1; pauseButton.alpha = 0; } } function changeBPM(delta) { bpm = Math.max(60, Math.min(200, bpm + delta)); stepDuration = 60 / bpm / 4 * 1000; bpmText.setText('BPM: ' + bpm); } playButton.down = function (x, y, obj) { togglePlayback(); }; pauseButton.down = function (x, y, obj) { togglePlayback(); }; bpmUpButton.down = function (x, y, obj) { changeBPM(5); tween(bpmUpButton, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100 }); tween(bpmUpButton, { scaleX: 1, scaleY: 1 }, { duration: 100 }); }; bpmDownButton.down = function (x, y, obj) { changeBPM(-5); tween(bpmDownButton, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100 }); tween(bpmDownButton, { scaleX: 1, scaleY: 1 }, { duration: 100 }); }; // Load saved pattern - handle flattened storage structure var savedPattern = storage.pattern || {}; for (var trackIndex = 0; trackIndex < tracks.length; trackIndex++) { for (var stepIndex = 0; stepIndex < 12; stepIndex++) { var key = trackIndex + '_' + stepIndex; if (savedPattern[key]) { tracks[trackIndex].cells[stepIndex].setActive(true); } } } game.update = function () { if (isPlaying) { var currentTime = Date.now(); if (currentTime - lastStepTime >= stepDuration) { // Play current step for (var i = 0; i < tracks.length; i++) { tracks[i].playStep(currentStep); } // Move to next step currentStep = (currentStep + 1) % 12; stepText.setText('Step: ' + (currentStep + 1) + '/12'); // Update playhead position playhead.x = 150 + 32 + currentStep * 160; lastStepTime = currentTime; // Auto-save pattern - flatten to single depth for storage compatibility var pattern = {}; for (var trackIndex = 0; trackIndex < tracks.length; trackIndex++) { for (var stepIndex = 0; stepIndex < 12; stepIndex++) { var key = trackIndex + '_' + stepIndex; pattern[key] = tracks[trackIndex].cells[stepIndex].isActive; } } storage.pattern = pattern; } } }; // Title var titleText = new Text2('BM Studio', { size: 80, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 100; game.addChild(titleText); // Instructions var instructText = new Text2('Tap grid to add beats ⢠Press play to start', { size: 20, fill: 0x888888 }); instructText.anchor.set(0.5, 0); instructText.x = 1024; instructText.y = 2600; game.addChild(instructText);
===================================================================
--- original.js
+++ change.js
@@ -118,9 +118,9 @@
****/
// Initialize sound assets for each track
var isPlaying = false;
var currentStep = 0;
-var bpm = 120;
+var bpm = 115;
var stepDuration = 60 / bpm / 4 * 1000;
var lastStepTime = 0;
var tracks = [];
var trackData = [{