User prompt
turn the volume a little to the right
User prompt
adjust the volume below the misses counter
User prompt
move the volume control a little more to the left
User prompt
move the volume control a little more to the left
User prompt
move the volume setting to the left of the score above
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var localPos = self.toLocal(obj.parent.toGlobal(obj.position));' Line Number: 155
User prompt
add a setting that adjusts the volume ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
As you catch the rhythms, let the effects that stimulate the player come out, do not strain the eyes too much ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
effects that energize the player as they catch the rhythms ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
layer the player on top of the background
User prompt
add background image
User prompt
add background assets
User prompt
add background
User prompt
multiple different rhythm patterns fall from above
User prompt
the game ends when the character can't catch the rhythm
User prompt
add a music track and a small sound track for when the character catches the beats
Code edit (1 edits merged)
Please save this source code
User prompt
Beat Catcher
Initial prompt
I want to create a simple 2D music-themed game. The game is called "Beat Catcher". In the game, music notes fall from the top of the screen in sync with a song. The player controls a box (or character) at the bottom of the screen using left and right arrow keys. The goal is to catch the falling notes before they hit the ground. Each caught note gives points. Missing a note means no point, but the game continues. The game ends when the song finishes. The final score is based on how many notes were caught. It should be very simple: – 2D view – Only one song is enough – Basic graphics (circles for notes, rectangle for player) – No complex effects or menus Controls: Left and Right arrow keys only.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var BonusNote = Container.expand(function () { var self = Container.call(this); var noteGraphics = self.attachAsset('bonusNote', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.lastY = 0; self.noteType = 'bonus'; self.update = function () { self.lastY = self.y; self.y += self.speed; // Add slight horizontal movement for bonus notes self.x += Math.sin(self.y * 0.01) * 2; }; return self; }); var FastNote = Container.expand(function () { var self = Container.call(this); var noteGraphics = self.attachAsset('fastNote', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 14; self.lastY = 0; self.noteType = 'fast'; self.update = function () { self.lastY = self.y; self.y += self.speed; }; return self; }); var Note = Container.expand(function () { var self = Container.call(this); var noteGraphics = self.attachAsset('note', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.lastY = 0; self.noteType = 'normal'; self.update = function () { self.lastY = self.y; self.y += self.speed; }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var SlowNote = Container.expand(function () { var self = Container.call(this); var noteGraphics = self.attachAsset('slowNote', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.lastY = 0; self.noteType = 'slow'; self.update = function () { self.lastY = self.y; self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2C3E50 }); /**** * Game Code ****/ var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 - 150; var notes = []; var noteSpawnTimer = 0; var noteSpawnInterval = 60; // Spawn every 60 ticks (1 second at 60fps) var gameStarted = false; var songEnded = false; var missedNotes = 0; var maxMisses = 3; // Game ends after 3 missed notes var rhythmPatterns = [{ type: 'normal', weight: 50 }, { type: 'fast', weight: 25 }, { type: 'slow', weight: 20 }, { type: 'bonus', weight: 5 }]; var patternTimer = 0; var currentPattern = 0; // Score display var scoreTxt = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Missed notes display var missesTxt = new Text2('Misses: 0/3', { size: 60, fill: 0xFF6B6B }); missesTxt.anchor.set(1, 0); LK.gui.topRight.addChild(missesTxt); // Instructions var instructionsTxt = new Text2('Drag to move and catch the notes!', { size: 60, fill: 0xFFFFFF }); instructionsTxt.anchor.set(0.5, 0.5); instructionsTxt.x = 2048 / 2; instructionsTxt.y = 2732 / 2 - 200; game.addChild(instructionsTxt); var dragActive = false; function updateScore() { scoreTxt.setText('Score: ' + LK.getScore()); } function updateMisses() { missesTxt.setText('Misses: ' + missedNotes + '/' + maxMisses); } function spawnNote() { var noteType = getRandomNoteType(); var note; switch (noteType) { case 'fast': note = new FastNote(); break; case 'slow': note = new SlowNote(); break; case 'bonus': note = new BonusNote(); break; default: note = new Note(); break; } note.x = Math.random() * (2048 - 160) + 80; // Keep notes within screen bounds note.y = -50; note.lastY = note.y; notes.push(note); game.addChild(note); } function getRandomNoteType() { var totalWeight = 0; for (var i = 0; i < rhythmPatterns.length; i++) { totalWeight += rhythmPatterns[i].weight; } var random = Math.random() * totalWeight; var currentWeight = 0; for (var i = 0; i < rhythmPatterns.length; i++) { currentWeight += rhythmPatterns[i].weight; if (random <= currentWeight) { return rhythmPatterns[i].type; } } return 'normal'; } function startGame() { if (!gameStarted) { gameStarted = true; LK.playMusic('bgmusic'); // Remove instructions if (instructionsTxt.parent) { instructionsTxt.parent.removeChild(instructionsTxt); } // Start spawning notes noteSpawnTimer = 0; } } // Touch controls game.down = function (x, y, obj) { dragActive = true; player.x = Math.max(60, Math.min(2048 - 60, x)); if (!gameStarted) { startGame(); } }; game.move = function (x, y, obj) { if (dragActive) { player.x = Math.max(60, Math.min(2048 - 60, x)); } }; game.up = function (x, y, obj) { dragActive = false; }; game.update = function () { if (!gameStarted || songEnded) return; // Update rhythm patterns over time patternTimer++; if (patternTimer >= 900) { // Every 15 seconds (900 ticks) patternTimer = 0; currentPattern = (currentPattern + 1) % 3; // Adjust rhythm patterns based on game progression switch (currentPattern) { case 0: // Normal mix rhythmPatterns = [{ type: 'normal', weight: 50 }, { type: 'fast', weight: 25 }, { type: 'slow', weight: 20 }, { type: 'bonus', weight: 5 }]; break; case 1: // Fast-heavy pattern rhythmPatterns = [{ type: 'normal', weight: 30 }, { type: 'fast', weight: 50 }, { type: 'slow', weight: 10 }, { type: 'bonus', weight: 10 }]; break; case 2: // Chaotic pattern rhythmPatterns = [{ type: 'normal', weight: 25 }, { type: 'fast', weight: 30 }, { type: 'slow', weight: 30 }, { type: 'bonus', weight: 15 }]; break; } } // Spawn notes noteSpawnTimer++; if (noteSpawnTimer >= noteSpawnInterval) { spawnNote(); noteSpawnTimer = 0; // Gradually increase spawn rate if (noteSpawnInterval > 30) { noteSpawnInterval -= 0.5; } } // Update notes for (var i = notes.length - 1; i >= 0; i--) { var note = notes[i]; // Check if note went off screen if (note.lastY <= 2732 + 50 && note.y > 2732 + 50) { missedNotes++; updateMisses(); note.destroy(); notes.splice(i, 1); // Check if max misses reached if (missedNotes >= maxMisses) { songEnded = true; // Show game over message var gameOverTxt = new Text2('Game Over!\nYou missed too many notes!\nFinal Score: ' + LK.getScore() + '\nTap to try again', { size: 80, fill: 0xFF6B6B }); gameOverTxt.anchor.set(0.5, 0.5); gameOverTxt.x = 2048 / 2; gameOverTxt.y = 2732 / 2; game.addChild(gameOverTxt); // Clear remaining notes for (var j = 0; j < notes.length; j++) { if (notes[j].parent) { notes[j].destroy(); } } notes = []; // Allow restart game.down = function (x, y, obj) { LK.showGameOver(); }; return; } continue; } // Check collision with player if (note.intersects(player)) { var points = 1; var flashColor = 0xFFFFFF; // Different points based on note type switch (note.noteType) { case 'fast': points = 3; flashColor = 0xe74c3c; break; case 'slow': points = 2; flashColor = 0x9b59b6; break; case 'bonus': points = 5; flashColor = 0x2ecc71; break; default: points = 1; flashColor = 0xf5a623; break; } LK.setScore(LK.getScore() + points); updateScore(); LK.getSound('catch').play(); // Flash effect based on note type LK.effects.flashObject(player, flashColor, 300); // Visual feedback tween(note, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 200, onFinish: function onFinish() { if (note.parent) { note.destroy(); } } }); notes.splice(i, 1); continue; } } // Check if music ended (approximate timing) if (LK.ticks > 3600 && !songEnded) { // 60 seconds at 60fps songEnded = true; // Show final score var finalScoreTxt = new Text2('Final Score: ' + LK.getScore() + '\nTap to play again', { size: 100, fill: 0xFFFFFF }); finalScoreTxt.anchor.set(0.5, 0.5); finalScoreTxt.x = 2048 / 2; finalScoreTxt.y = 2732 / 2; game.addChild(finalScoreTxt); // Clear remaining notes for (var j = 0; j < notes.length; j++) { if (notes[j].parent) { notes[j].destroy(); } } notes = []; // Allow restart game.down = function (x, y, obj) { LK.showGameOver(); }; } };
===================================================================
--- original.js
+++ change.js
@@ -5,16 +5,49 @@
/****
* Classes
****/
+var BonusNote = Container.expand(function () {
+ var self = Container.call(this);
+ var noteGraphics = self.attachAsset('bonusNote', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 10;
+ self.lastY = 0;
+ self.noteType = 'bonus';
+ self.update = function () {
+ self.lastY = self.y;
+ self.y += self.speed;
+ // Add slight horizontal movement for bonus notes
+ self.x += Math.sin(self.y * 0.01) * 2;
+ };
+ return self;
+});
+var FastNote = Container.expand(function () {
+ var self = Container.call(this);
+ var noteGraphics = self.attachAsset('fastNote', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 14;
+ self.lastY = 0;
+ self.noteType = 'fast';
+ self.update = function () {
+ self.lastY = self.y;
+ self.y += self.speed;
+ };
+ return self;
+});
var Note = Container.expand(function () {
var self = Container.call(this);
var noteGraphics = self.attachAsset('note', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.lastY = 0;
+ self.noteType = 'normal';
self.update = function () {
self.lastY = self.y;
self.y += self.speed;
};
@@ -27,8 +60,23 @@
anchorY: 0.5
});
return self;
});
+var SlowNote = Container.expand(function () {
+ var self = Container.call(this);
+ var noteGraphics = self.attachAsset('slowNote', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 4;
+ self.lastY = 0;
+ self.noteType = 'slow';
+ self.update = function () {
+ self.lastY = self.y;
+ self.y += self.speed;
+ };
+ return self;
+});
/****
* Initialize Game
****/
@@ -48,8 +96,23 @@
var gameStarted = false;
var songEnded = false;
var missedNotes = 0;
var maxMisses = 3; // Game ends after 3 missed notes
+var rhythmPatterns = [{
+ type: 'normal',
+ weight: 50
+}, {
+ type: 'fast',
+ weight: 25
+}, {
+ type: 'slow',
+ weight: 20
+}, {
+ type: 'bonus',
+ weight: 5
+}];
+var patternTimer = 0;
+var currentPattern = 0;
// Score display
var scoreTxt = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
@@ -79,15 +142,45 @@
function updateMisses() {
missesTxt.setText('Misses: ' + missedNotes + '/' + maxMisses);
}
function spawnNote() {
- var note = new Note();
+ var noteType = getRandomNoteType();
+ var note;
+ switch (noteType) {
+ case 'fast':
+ note = new FastNote();
+ break;
+ case 'slow':
+ note = new SlowNote();
+ break;
+ case 'bonus':
+ note = new BonusNote();
+ break;
+ default:
+ note = new Note();
+ break;
+ }
note.x = Math.random() * (2048 - 160) + 80; // Keep notes within screen bounds
note.y = -50;
note.lastY = note.y;
notes.push(note);
game.addChild(note);
}
+function getRandomNoteType() {
+ var totalWeight = 0;
+ for (var i = 0; i < rhythmPatterns.length; i++) {
+ totalWeight += rhythmPatterns[i].weight;
+ }
+ var random = Math.random() * totalWeight;
+ var currentWeight = 0;
+ for (var i = 0; i < rhythmPatterns.length; i++) {
+ currentWeight += rhythmPatterns[i].weight;
+ if (random <= currentWeight) {
+ return rhythmPatterns[i].type;
+ }
+ }
+ return 'normal';
+}
function startGame() {
if (!gameStarted) {
gameStarted = true;
LK.playMusic('bgmusic');
@@ -116,8 +209,66 @@
dragActive = false;
};
game.update = function () {
if (!gameStarted || songEnded) return;
+ // Update rhythm patterns over time
+ patternTimer++;
+ if (patternTimer >= 900) {
+ // Every 15 seconds (900 ticks)
+ patternTimer = 0;
+ currentPattern = (currentPattern + 1) % 3;
+ // Adjust rhythm patterns based on game progression
+ switch (currentPattern) {
+ case 0:
+ // Normal mix
+ rhythmPatterns = [{
+ type: 'normal',
+ weight: 50
+ }, {
+ type: 'fast',
+ weight: 25
+ }, {
+ type: 'slow',
+ weight: 20
+ }, {
+ type: 'bonus',
+ weight: 5
+ }];
+ break;
+ case 1:
+ // Fast-heavy pattern
+ rhythmPatterns = [{
+ type: 'normal',
+ weight: 30
+ }, {
+ type: 'fast',
+ weight: 50
+ }, {
+ type: 'slow',
+ weight: 10
+ }, {
+ type: 'bonus',
+ weight: 10
+ }];
+ break;
+ case 2:
+ // Chaotic pattern
+ rhythmPatterns = [{
+ type: 'normal',
+ weight: 25
+ }, {
+ type: 'fast',
+ weight: 30
+ }, {
+ type: 'slow',
+ weight: 30
+ }, {
+ type: 'bonus',
+ weight: 15
+ }];
+ break;
+ }
+ }
// Spawn notes
noteSpawnTimer++;
if (noteSpawnTimer >= noteSpawnInterval) {
spawnNote();
@@ -164,11 +315,34 @@
continue;
}
// Check collision with player
if (note.intersects(player)) {
- LK.setScore(LK.getScore() + 1);
+ var points = 1;
+ var flashColor = 0xFFFFFF;
+ // Different points based on note type
+ switch (note.noteType) {
+ case 'fast':
+ points = 3;
+ flashColor = 0xe74c3c;
+ break;
+ case 'slow':
+ points = 2;
+ flashColor = 0x9b59b6;
+ break;
+ case 'bonus':
+ points = 5;
+ flashColor = 0x2ecc71;
+ break;
+ default:
+ points = 1;
+ flashColor = 0xf5a623;
+ break;
+ }
+ LK.setScore(LK.getScore() + points);
updateScore();
LK.getSound('catch').play();
+ // Flash effect based on note type
+ LK.effects.flashObject(player, flashColor, 300);
// Visual feedback
tween(note, {
scaleX: 1.5,
scaleY: 1.5,
top view piano. In-Game asset. 2d. High contrast. No shadows
red note. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
green note. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
blue note. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
note but without the right end and purple. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat