User prompt
Track listelerin üst ortasına taşı
User prompt
BPM steps BPM artı eksileri playButtonun tam orta altına taşı
User prompt
Bpm’in artı eksi olan kısmın altına kadar
User prompt
Tekrardan üste al
User prompt
Daha fazla üstte
User prompt
Biraz daha üstte
User prompt
Tekrar üstte
User prompt
Tekrar üstte
User prompt
Birazdaha üstte
User prompt
Playbuttonu büyült ve beatmaker melodilerinin üstüne koy
User prompt
Stepleri 16’dan 12’ye azalt
User prompt
Birazcık sola kaydır
User prompt
Birazcık büyült
User prompt
Beat yapma melodilerinin hepsini y eksenine ortala
User prompt
gridCell ve trackBackground’ları y eksenin tam hizasına al
User prompt
I dont hear any activeBeat
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.pattern = pattern;' Line Number: 314 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Beat Maker Studio
Initial prompt
Make a like this FL Studio type melody maker game
/**** * 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: 24, fill: 0xFFFFFF }); trackLabel.anchor.set(0, 0.5); trackLabel.x = 10; 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 = 120; 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: 'Synth' }, { soundId: 'lead', color: 0x8BC34A, name: 'Lead' }]; // 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 = 100; var pauseButton = game.attachAsset('pauseButton', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); pauseButton.x = 1024; pauseButton.y = 100; // BPM display var bpmText = new Text2('BPM: ' + bpm, { size: 36, fill: 0xFFFFFF }); bpmText.anchor.set(0.5, 0.5); bpmText.x = 1024; bpmText.y = 200; game.addChild(bpmText); // Step counter var stepText = new Text2('Step: 1/12', { size: 24, fill: 0xFFFFFF }); stepText.anchor.set(0.5, 0.5); stepText.x = 1024; stepText.y = 250; game.addChild(stepText); // BPM controls var bpmUpButton = new Text2('+', { size: 48, fill: 0x4CAF50 }); bpmUpButton.anchor.set(0.5, 0.5); bpmUpButton.x = 1100; bpmUpButton.y = 300; game.addChild(bpmUpButton); var bpmDownButton = new Text2('-', { size: 48, fill: 0xFF5722 }); bpmDownButton.anchor.set(0.5, 0.5); bpmDownButton.x = 950; bpmDownButton.y = 300; 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('Beat Maker Studio', { size: 48, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 50; 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
@@ -89,9 +89,9 @@
trackLabel.anchor.set(0, 0.5);
trackLabel.x = 10;
trackLabel.y = 0;
self.addChild(trackLabel);
- for (var i = 0; i < 16; i++) {
+ 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);
@@ -188,9 +188,9 @@
bpmText.x = 1024;
bpmText.y = 200;
game.addChild(bpmText);
// Step counter
-var stepText = new Text2('Step: 1/16', {
+var stepText = new Text2('Step: 1/12', {
size: 24,
fill: 0xFFFFFF
});
stepText.anchor.set(0.5, 0.5);
@@ -268,9 +268,9 @@
};
// Load saved pattern - handle flattened storage structure
var savedPattern = storage.pattern || {};
for (var trackIndex = 0; trackIndex < tracks.length; trackIndex++) {
- for (var stepIndex = 0; stepIndex < 16; stepIndex++) {
+ for (var stepIndex = 0; stepIndex < 12; stepIndex++) {
var key = trackIndex + '_' + stepIndex;
if (savedPattern[key]) {
tracks[trackIndex].cells[stepIndex].setActive(true);
}
@@ -284,17 +284,17 @@
for (var i = 0; i < tracks.length; i++) {
tracks[i].playStep(currentStep);
}
// Move to next step
- currentStep = (currentStep + 1) % 16;
- stepText.setText('Step: ' + (currentStep + 1) + '/16');
+ 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 < 16; stepIndex++) {
+ for (var stepIndex = 0; stepIndex < 12; stepIndex++) {
var key = trackIndex + '_' + stepIndex;
pattern[key] = tracks[trackIndex].cells[stepIndex].isActive;
}
}