User prompt
Write the hint note in the menu in all capital letters and in white color.
User prompt
The background image sometimes looks good, but other times it becomes blurry. Can you fix this?
User prompt
Can you reduce the background image a bit? It looks pixelated on the screen.
User prompt
In the speed mode selection menu, the user's face should not be visible. There should be a background image instead. Activate the "Backr" image.
User prompt
In the speed mode selection menu, the player's face should not be visible; instead, display a background image.
User prompt
Hide the player's face in the game menu; it should only appear after selecting the game mode.
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(n, {' Line Number: 496
User prompt
When notes are hit, make the boxes disappear quickly.
User prompt
When notes are hit, make the boxes slowly fade out instead of disappearing instantly. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The crosshair moves with a delay when I move my head—please fix it to make it respond instantly.
User prompt
When the notes are hit, the boxes should slowly fade out, and the note symbol on them should float upward and disappear. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When the notes are hit, the boxes should slowly fade out, and the note symbol on them should float upward and disappear.
User prompt
Slightly reduce the length of the notes.
User prompt
Let the notes fall from 4 columns, but not from the area directly above the gun. Also, slightly extend the sides of the notes to make them look less thin.
User prompt
Some notes still aren't being counted even though I'm hitting them—please fix this.
User prompt
No notes should fall over the area where the gun is located on the left side of the screen, as the gun cannot shoot them.
User prompt
Please fix the bug: 'storage is not defined' in or related to this line: 'if (storage.has(HIGH_SCORE_KEY)) {' Line Number: 141
User prompt
Show the current score at the top of the screen, and also display the highest score the player has achieved.
User prompt
The game is lagging and affecting gameplay. How can we fix this without breaking the game?
User prompt
In the game, play the PH6 music only in fast mode; it should not play in other modes. Also, in fast mode, PH6 should be more dominant even if music is randomized.
User prompt
Make the PH6 music stand out more in fast mode — play it louder or more prominently when the speed is set to fast.
User prompt
Make the game randomly play Piano1, P2, P3, P4, or P5 each time, so the same music doesn't play every time.
User prompt
After selecting the game mode and the game starts, the piano1 music should begin playing. If the player loses, the music should stop.
User prompt
Add music to the game so that the music continues when the notes are hit.
User prompt
Everything works well now. When we hit the notes, a sound should play, and the music should continue as the bullets hit the notes.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var facekit = LK.import("@upit/facekit.v1"); /**** * Classes ****/ // Ball class: the fixed shooter at bottom left var Ball = Container.expand(function () { var self = Container.call(this); var ballAsset = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5, width: BALL_SIZE, height: BALL_SIZE, color: 0xffffff, shape: 'ellipse' }); return self; }); // Bullet class: fired from ball towards crosshair var Bullet = Container.expand(function () { var self = Container.call(this); var bulletAsset = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, width: BULLET_SIZE, height: BULLET_SIZE, color: 0x00e6e6, shape: 'ellipse' }); self.vx = 0; self.vy = 0; self.update = function () { self.x += self.vx; self.y += self.vy; }; return self; }); // Crosshair class: follows facekit position var Crosshair = Container.expand(function () { var self = Container.call(this); var crossAsset = self.attachAsset('crosshair', { anchorX: 0.5, anchorY: 0.5, width: CROSS_SIZE, height: CROSS_SIZE, color: 0xff0000, shape: 'ellipse' }); return self; }); // Note class: falling note var Note = Container.expand(function () { var self = Container.call(this); // Randomly pick a color for the note var color = NOTE_COLORS[Math.floor(Math.random() * NOTE_COLORS.length)]; var noteAsset = self.attachAsset('note', { anchorX: 0.5, anchorY: 0.5, width: NOTE_WIDTH, // now wider height: NOTE_HEIGHT, color: color, shape: 'box' }); self.column = 0; // which column this note is in self.speed = noteFallSpeed; // will be set on spawn self.hit = false; // has this note been hit self.update = function () { self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181a20 }); /**** * Game Code ****/ // Note: All note assets will be ellipses with different colors for variety // --- Constants --- var NOTE_COLORS = [0xffe066, 0x66b3ff, 0xff66a3, 0x7cff66, 0xff8c66]; var GAME_W = 2048; var GAME_H = 2732; var BALL_SIZE = 420; var NOTE_WIDTH = 180; // was 120, now wider for less thin look var NOTE_HEIGHT = 180; // reduced from 260 to make notes less long var CROSS_SIZE = 160; var BULLET_SIZE = 60; var NOTE_COLS = 5; var NOTE_MARGIN = 60; var NOTE_AREA_W = GAME_W - 2 * NOTE_MARGIN; var NOTE_COL_W = NOTE_AREA_W / NOTE_COLS; var NOTE_START_Y = -NOTE_HEIGHT; var BALL_X = 180; var BALL_Y = GAME_H - 220; var CROSS_MIN_X = 200; var CROSS_MAX_X = GAME_W - 200; var CROSS_MIN_Y = 200; var CROSS_MAX_Y = GAME_H - 400; var BULLET_SPEED = 48; // px per frame // --- Game State --- var notes = []; var bullets = []; var crosshair = null; var ball = null; var scoreTxt = null; var tipTxt = null; var lastNoteSpawnTick = 0; var noteFallSpeed = 12; // will be set by difficulty var noteSpawnInterval = 60; // ticks between notes, will be set by difficulty var difficulty = null; // 'slow', 'normal', 'fast' var gameStarted = false; var canShoot = true; var lastScore = 0; var musicTracks = [{ id: 'music1', name: 'Parça 1' }, { id: 'music2', name: 'Parça 2' }, { id: 'music3', name: 'Parça 3' }]; var currentMusic = null; // --- Difficulty Presets --- // Slowed down for all modes var DIFFICULTY_PRESETS = { 'slow': { noteFallSpeed: 5, noteSpawnInterval: 120 }, 'normal': { noteFallSpeed: 7, noteSpawnInterval: 90 }, 'fast': { noteFallSpeed: 10, noteSpawnInterval: 60 } }; // --- UI: Difficulty Selection --- var diffBtns = []; function showDifficultyMenu() { // Hide facekit video feed if visible if (facekit && typeof facekit.setVisible === "function") { facekit.setVisible(false); } // Add Backr image as background if (!game._diffMenuBackr) { var backr = LK.getAsset('Backr', { anchorX: 0.5, anchorY: 0.5, width: GAME_W, height: GAME_H, x: GAME_W / 2, y: GAME_H / 2 }); game.addChild(backr); game._diffMenuBackr = backr; } var btnLabels = [{ key: 'slow', label: 'Slow' }, { key: 'normal', label: 'Normal' }, { key: 'fast', label: 'Fast' }]; var btnW = 500, btnH = 180, btnGap = 60; var startY = GAME_H / 2 - (btnLabels.length * btnH + (btnLabels.length - 1) * btnGap) / 2; for (var i = 0; i < btnLabels.length; i++) { var btn = new Container(); var bg = btn.attachAsset('btnbg', { anchorX: 0.5, anchorY: 0.5, width: btnW, height: btnH, color: 0x222a38, shape: 'box' }); var txt = new Text2(btnLabels[i].label, { size: 90, fill: "#fff" }); txt.anchor.set(0.5, 0.5); txt.x = 0; txt.y = 0; btn.addChild(txt); btn.x = GAME_W / 2; btn.y = startY + i * (btnH + btnGap); btn.difficulty = btnLabels[i].key; btn.down = function (x, y, obj) { startGame(this.difficulty); }; game.addChild(btn); diffBtns.push(btn); } // Show tip if (!tipTxt) { tipTxt = new Text2("Aim at the notes by\nmoving your head\nand fire the gun by\ntapping the screen.", { size: 70, fill: 0x00ff00 }); tipTxt.anchor.set(0.5, 0); } tipTxt.x = GAME_W / 2; tipTxt.y = 180; game.addChild(tipTxt); } // Remove difficulty menu function hideDifficultyMenu() { // Restore facekit video feed if (facekit && typeof facekit.setVisible === "function") { facekit.setVisible(true); } // Remove Backr background if present if (game._diffMenuBackr) { game._diffMenuBackr.destroy(); game._diffMenuBackr = null; } for (var i = 0; i < diffBtns.length; i++) { diffBtns[i].destroy(); } diffBtns = []; if (tipTxt) { tipTxt.destroy(); tipTxt = null; } } // --- Start Game --- function startGame(diffKey) { difficulty = diffKey; noteFallSpeed = DIFFICULTY_PRESETS[diffKey].noteFallSpeed; noteSpawnInterval = DIFFICULTY_PRESETS[diffKey].noteSpawnInterval; gameStarted = true; hideDifficultyMenu(); LK.setScore(0); lastScore = 0; // Clean up any existing notes and bullets before starting for (var i = 0; i < notes.length; i++) { if (notes[i]) notes[i].destroy(); } notes = []; for (var i = 0; i < bullets.length; i++) { if (bullets[i]) bullets[i].destroy(); } bullets = []; // Play PH6 only in fast mode, and make it more dominant in randomization var musicChoices; if (difficulty === 'fast') { // PH6 is more dominant: add it multiple times to increase its chance musicChoices = ['Ph6', 'Ph6', 'Ph6', 'Piano1', 'P2', 'P3', 'P4', 'P5']; } else { musicChoices = ['Piano1', 'P2', 'P3', 'P4', 'P5']; } var selectedMusic = musicChoices[Math.floor(Math.random() * musicChoices.length)]; LK.playMusic(selectedMusic); // Ball ball = new Ball(); ball.x = BALL_X; ball.y = BALL_Y; game.addChild(ball); // Crosshair crosshair = new Crosshair(); crosshair.x = BALL_X + 400; crosshair.y = BALL_Y - 400; game.addChild(crosshair); // Score if (!scoreTxt) { scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); } scoreTxt.setText(0); // Show tip for a few seconds if (!tipTxt) { tipTxt = new Text2("Aim at the notes by\nmoving your head\nand fire the gun by\ntapping the screen.", { size: 70, fill: 0x00ff00 }); tipTxt.anchor.set(0.5, 0); } tipTxt.x = GAME_W / 2; tipTxt.y = 180; game.addChild(tipTxt); LK.setTimeout(function () { if (tipTxt) { tipTxt.destroy(); tipTxt = null; } }, 3000); } // --- End Game --- function endGame(win) { // Clean up for (var i = 0; i < notes.length; i++) { if (notes[i]) notes[i].destroy(); } notes = []; for (var i = 0; i < bullets.length; i++) { if (bullets[i]) bullets[i].destroy(); } bullets = []; if (ball) { ball.destroy(); ball = null; } if (crosshair) { crosshair.destroy(); crosshair = null; } gameStarted = false; LK.stopMusic(); if (win) { LK.showYouWin(); } else { LK.stopMusic(); LK.showGameOver(); } } // --- Note Spawning --- function spawnNote() { var note = new Note(); // Pick a random column, but skip the leftmost column (index 0) where the gun is located // Only allow notes in columns 1, 2, 3, 4 (total 4 columns, not 5) var allowedCols = []; for (var i = 1; i < NOTE_COLS; i++) { allowedCols.push(i); } var col = allowedCols[Math.floor(Math.random() * allowedCols.length)]; note.column = col; note.x = NOTE_MARGIN + NOTE_COL_W / 2 + col * NOTE_COL_W; note.y = NOTE_START_Y; note.speed = noteFallSpeed; notes.push(note); game.addChild(note); } // --- Difficulty Increase --- function maybeIncreaseDifficulty() { var score = LK.getScore(); if (score > 0 && score % 10 === 0 && score !== lastScore) { // Increase speed and spawn rate noteFallSpeed += 2; if (noteSpawnInterval > 20) noteSpawnInterval -= 6; lastScore = score; } } // --- Facekit Crosshair Update --- function updateCrosshair() { if (!crosshair) return; // Use facekit.noseTip or facekit.mouthCenter for aiming var fx = facekit.noseTip ? facekit.noseTip.x : facekit.mouthCenter ? facekit.mouthCenter.x : GAME_W / 2; var fy = facekit.noseTip ? facekit.noseTip.y : facekit.mouthCenter ? facekit.mouthCenter.y : GAME_H / 2; // Clamp to play area if (fx < CROSS_MIN_X) fx = CROSS_MIN_X; if (fx > CROSS_MAX_X) fx = CROSS_MAX_X; if (fy < CROSS_MIN_Y) fy = CROSS_MIN_Y; if (fy > CROSS_MAX_Y) fy = CROSS_MAX_Y; // Instantly set crosshair position (no smoothing, no tween) crosshair.x = fx; crosshair.y = fy; } // --- Fire Bullet --- function fireBullet() { if (!canShoot || !gameStarted) return; canShoot = false; // Find if crosshair is over a note var hitNote = null; for (var i = 0; i < notes.length; i++) { var n = notes[i]; if (!n.hit && crosshair && crosshair.intersects(n)) { hitNote = n; break; } } // Fire bullet towards crosshair var b = new Bullet(); b.x = ball.x; b.y = ball.y; // Direction vector var dx = crosshair.x - ball.x; var dy = crosshair.y - ball.y; var len = Math.sqrt(dx * dx + dy * dy); if (len === 0) { dx = 0; dy = -1; len = 1; } b.vx = BULLET_SPEED * dx / len; b.vy = BULLET_SPEED * dy / len; bullets.push(b); game.addChild(b); // If hitNote, mark as hit (so only one bullet per note) if (hitNote) { hitNote.hit = true; } // Play note sound (simulate: play a sound per note column) var soundId = 'note' + (hitNote ? hitNote.column : Math.floor(Math.random() * NOTE_COLS)); LK.getSound(soundId).play(); // Allow next shot after a normal delay (normal fire rate) LK.setTimeout(function () { canShoot = true; }, 320); } // --- Main Game Loop --- game.down = function (x, y, obj) { if (gameStarted) { fireBullet(); } }; game.update = function () { if (!gameStarted) return; // Update crosshair position from facekit updateCrosshair(); // Spawn notes if (LK.ticks - lastNoteSpawnTick >= noteSpawnInterval) { spawnNote(); lastNoteSpawnTick = LK.ticks; } // Only fire bullet on user tap (remove continuous fire to reduce lag) // fireBullet(); // Update notes for (var i = notes.length - 1; i >= 0; i--) { var n = notes[i]; n.update(); // If note is hit and bullet will reach it, handled below // If note falls below screen, game over if (n.y > GAME_H + NOTE_HEIGHT / 2) { endGame(false); return; } } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var b = bullets[i]; b.update(); // Remove bullet if out of bounds if (b.x < -100 || b.x > GAME_W + 100 || b.y < -100 || b.y > GAME_H + 100) { b.destroy(); bullets.splice(i, 1); continue; } // Check collision with notes for (var j = notes.length - 1; j >= 0; j--) { var n = notes[j]; // Initialize lastWasIntersecting if not set if (typeof b.lastWasIntersecting === "undefined") b.lastWasIntersecting = false; var isIntersecting = b.intersects(n); // Only count as a hit if bullet just started intersecting a note that is not already destroyed // Make hitbox more forgiving: allow hit if bullet is close to note center (within 0.6*NOTE_WIDTH and 0.6*NOTE_HEIGHT) var forgivingHit = false; if (!n.hit) { var dx = Math.abs(b.x - n.x); var dy = Math.abs(b.y - n.y); if (dx < NOTE_WIDTH * 0.6 && dy < NOTE_HEIGHT * 0.6) { forgivingHit = true; } } if (!n.hit && (b.lastWasIntersecting === false && isIntersecting || forgivingHit)) { n.hit = true; // Mark as hit immediately to prevent double hits LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); // Remove note and bullet n.destroy(); notes.splice(j, 1); b.destroy(); bullets.splice(i, 1); // Difficulty up maybeIncreaseDifficulty(); // Win condition: 50 points if (LK.getScore() >= 50) { endGame(true); return; } break; } b.lastWasIntersecting = isIntersecting; } } }; // --- Show Difficulty Menu on Start --- showDifficultyMenu(); /**** * Asset Initialization (for static analysis) ****/ // Notes (5 columns, 5 colors) for (var i = 0; i < NOTE_COLS; i++) {} // Ball // Crosshair // Bullet // Button background // Music tracks
===================================================================
--- original.js
+++ change.js
@@ -150,25 +150,24 @@
};
// --- UI: Difficulty Selection ---
var diffBtns = [];
function showDifficultyMenu() {
- // Hide facekit camera feed if active
- if (facekit && typeof facekit.disableCamera === "function") {
- facekit.disableCamera();
+ // Hide facekit video feed if visible
+ if (facekit && typeof facekit.setVisible === "function") {
+ facekit.setVisible(false);
}
- // Add a background image for the menu (covering the whole game area)
- if (!showDifficultyMenu.bgImg) {
- var bgImg = LK.getAsset('ball', {
- // Use 'ball' as a placeholder background image
+ // Add Backr image as background
+ if (!game._diffMenuBackr) {
+ var backr = LK.getAsset('Backr', {
anchorX: 0.5,
anchorY: 0.5,
width: GAME_W,
- height: GAME_H
+ height: GAME_H,
+ x: GAME_W / 2,
+ y: GAME_H / 2
});
- bgImg.x = GAME_W / 2;
- bgImg.y = GAME_H / 2;
- game.addChild(bgImg);
- showDifficultyMenu.bgImg = bgImg;
+ game.addChild(backr);
+ game._diffMenuBackr = backr;
}
var btnLabels = [{
key: 'slow',
label: 'Slow'
@@ -223,16 +222,16 @@
game.addChild(tipTxt);
}
// Remove difficulty menu
function hideDifficultyMenu() {
- // Remove menu background image if present
- if (showDifficultyMenu.bgImg) {
- showDifficultyMenu.bgImg.destroy();
- showDifficultyMenu.bgImg = null;
+ // Restore facekit video feed
+ if (facekit && typeof facekit.setVisible === "function") {
+ facekit.setVisible(true);
}
- // Re-enable facekit camera feed if available
- if (facekit && typeof facekit.enableCamera === "function") {
- facekit.enableCamera();
+ // Remove Backr background if present
+ if (game._diffMenuBackr) {
+ game._diffMenuBackr.destroy();
+ game._diffMenuBackr = null;
}
for (var i = 0; i < diffBtns.length; i++) {
diffBtns[i].destroy();
}