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: 181
User prompt
layer them behind cymballs too and play the sonds only touched to the cymballs not stikcs
User prompt
move the cymball sticks a little upwards and make them layer down from toms
User prompt
add a new open hat visual and audio asset
User prompt
add new texture to the drums so the buttons look like the leather of the drums and create a 3d looking illusion. add stands for the cymbals and hats
User prompt
make the buttons bigger for better control
User prompt
add a sound asset for each part of the drum
User prompt
add 3 toms 1 floor 2 crash 1 ride and position them as a real drum layout
User prompt
Position the keys as if you were looking at a real drum from above.
Code edit (1 edits merged)
Please save this source code
User prompt
Drum Master
Initial prompt
make me a drum game like DrumKnee
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var DrumPad = Container.expand(function (drumType, x, y, width, height) {
var self = Container.call(this);
self.drumType = drumType;
self.x = x;
self.y = y;
// Create drum visual
var drumGraphics = self.attachAsset(drumType, {
anchorX: 0.5,
anchorY: 0.5
});
// Hit effect that appears on tap
var hitEffect = self.attachAsset('hitEffect', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
self.playSound = function () {
var soundName = drumType.replace('Drum', '').toLowerCase();
if (soundName === 'hihat') soundName = 'hihat';
if (soundName === 'crashcymbal') soundName = 'crash';
if (soundName === 'ridecymbal') soundName = 'ride';
if (soundName === 'hightom') soundName = 'hightom';
if (soundName === 'midtom') soundName = 'midtom';
if (soundName === 'floortom') soundName = 'floortom';
LK.getSound(soundName).play();
};
self.showHitEffect = function () {
hitEffect.alpha = 1;
hitEffect.scaleX = 1.5;
hitEffect.scaleY = 1.5;
tween(hitEffect, {
alpha: 0,
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.easeOut
});
// Drum bounce effect
drumGraphics.scaleX = 1.1;
drumGraphics.scaleY = 1.1;
tween(drumGraphics, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeOut
});
};
self.down = function (x, y, obj) {
self.playSound();
self.showHitEffect();
// Update score
LK.setScore(LK.getScore() + 10);
scoreText.setText(LK.getScore().toString());
};
return self;
});
var PatternNote = Container.expand(function (drumType, timing) {
var self = Container.call(this);
self.drumType = drumType;
self.timing = timing;
self.hit = false;
var noteGraphics = self.attachAsset('hitEffect', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x00FF00
});
self.speed = 3;
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a2e
});
/****
* Game Code
****/
// Background music
// Drum sounds
// Drum kit components
// Game variables
var gameMode = 'freeplay'; // 'freeplay' or 'pattern'
var drumPads = [];
var patternNotes = [];
var combo = 0;
var maxCombo = 0;
// UI Elements
var scoreText = new Text2('0', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
var comboText = new Text2('Combo: 0', {
size: 40,
fill: 0xFFFF00
});
comboText.anchor.set(1, 0);
comboText.x = 2048 - 50;
comboText.y = 100;
game.addChild(comboText);
var modeText = new Text2('Free Play Mode', {
size: 50,
fill: 0x00FF00
});
modeText.anchor.set(0, 0);
modeText.x = 150;
modeText.y = 100;
game.addChild(modeText);
// Create drum kit layout - positioned as if viewing from above like a real drum kit
function setupDrumKit() {
// Kick drum (bottom center - closest to drummer)
var kickDrum = new DrumPad('kickDrum', 1024, 2200, 600, 300);
drumPads.push(kickDrum);
game.addChild(kickDrum);
// Snare drum (center position)
var snareDrum = new DrumPad('snareDrum', 1024, 1600, 375, 180);
drumPads.push(snareDrum);
game.addChild(snareDrum);
// Hi-hat (left side, slightly forward)
var hiHat = new DrumPad('hiHat', 450, 1400, 270, 120);
drumPads.push(hiHat);
game.addChild(hiHat);
// High tom (left of snare, above snare level)
var highTom = new DrumPad('highTom', 800, 1300, 300, 150);
drumPads.push(highTom);
game.addChild(highTom);
// Mid tom (right of snare, above snare level)
var midTom = new DrumPad('midTom', 1250, 1300, 330, 165);
drumPads.push(midTom);
game.addChild(midTom);
// Floor tom (right side, lower than snare)
var floorTom = new DrumPad('floorTom', 1450, 1800, 420, 210);
drumPads.push(floorTom);
game.addChild(floorTom);
// Crash cymbal 1 (left side, above high tom)
var crashCymbal1 = new DrumPad('crashCymbal', 650, 1000, 360, 165);
drumPads.push(crashCymbal1);
game.addChild(crashCymbal1);
// Crash cymbal 2 (right side, above mid tom)
var crashCymbal2 = new DrumPad('crashCymbal', 1400, 1000, 360, 165);
drumPads.push(crashCymbal2);
game.addChild(crashCymbal2);
// Ride cymbal (far right, behind floor tom)
var rideCymbal = new DrumPad('rideCymbal', 1650, 1400, 420, 195);
drumPads.push(rideCymbal);
game.addChild(rideCymbal);
}
// Pattern mode functions
var patternTimer = 0;
var patternInterval = 120; // Spawn pattern every 2 seconds at 60fps
var patternSequence = ['kick', 'snare', 'hihat', 'kick', 'crashcymbal', 'snare', 'hightom', 'midtom', 'floortom', 'ride'];
var patternIndex = 0;
function spawnPatternNote() {
var drumType = patternSequence[patternIndex] + 'Drum';
var targetDrum = null;
// Find corresponding drum pad
for (var i = 0; i < drumPads.length; i++) {
if (drumPads[i].drumType === drumType) {
targetDrum = drumPads[i];
break;
}
}
if (targetDrum) {
var note = new PatternNote(drumType, LK.ticks);
note.x = targetDrum.x;
note.y = 200;
patternNotes.push(note);
game.addChild(note);
}
patternIndex = (patternIndex + 1) % patternSequence.length;
}
function toggleGameMode() {
if (gameMode === 'freeplay') {
gameMode = 'pattern';
modeText.setText('Pattern Mode');
modeText.fill = '#ff6600';
LK.playMusic('drumLoop');
} else {
gameMode = 'freeplay';
modeText.setText('Free Play Mode');
modeText.fill = '#00ff00';
LK.stopMusic();
// Clear existing pattern notes
for (var i = patternNotes.length - 1; i >= 0; i--) {
patternNotes[i].destroy();
patternNotes.splice(i, 1);
}
}
}
// Initialize drum kit
setupDrumKit();
// Game controls
game.down = function (x, y, obj) {
// Check if clicking on mode toggle area (top center)
if (x > 800 && x < 1248 && y < 200) {
toggleGameMode();
return;
}
};
// Main game update loop
game.update = function () {
// Pattern mode logic
if (gameMode === 'pattern') {
patternTimer++;
// Spawn new pattern notes
if (patternTimer >= patternInterval) {
spawnPatternNote();
patternTimer = 0;
}
// Update pattern notes
for (var i = patternNotes.length - 1; i >= 0; i--) {
var note = patternNotes[i];
if (note.lastY === undefined) note.lastY = note.y;
// Check if note went off screen
if (note.lastY < 2732 && note.y >= 2732) {
if (!note.hit) {
combo = 0;
comboText.setText('Combo: ' + combo);
}
note.destroy();
patternNotes.splice(i, 1);
continue;
}
// Check for hits near drum pads
for (var j = 0; j < drumPads.length; j++) {
var drum = drumPads[j];
if (note.drumType === drum.drumType) {
var distance = Math.sqrt(Math.pow(note.x - drum.x, 2) + Math.pow(note.y - drum.y, 2));
if (distance < 150 && !note.hit) {
// Auto-hit when note reaches drum pad
note.hit = true;
combo++;
if (combo > maxCombo) maxCombo = combo;
comboText.setText('Combo: ' + combo);
// Bonus points for combo
var bonusPoints = Math.floor(combo * 5);
LK.setScore(LK.getScore() + 20 + bonusPoints);
scoreText.setText(LK.getScore().toString());
note.destroy();
patternNotes.splice(i, 1);
break;
}
}
}
note.lastY = note.y;
}
}
// Update high score in storage
var highScore = storage.highScore || 0;
if (LK.getScore() > highScore) {
storage.highScore = LK.getScore();
}
var highCombo = storage.highCombo || 0;
if (maxCombo > highCombo) {
storage.highCombo = maxCombo;
}
};
// Initialize score display
scoreText.setText(LK.getScore().toString()); ===================================================================
--- original.js
+++ change.js
@@ -126,41 +126,41 @@
game.addChild(modeText);
// Create drum kit layout - positioned as if viewing from above like a real drum kit
function setupDrumKit() {
// Kick drum (bottom center - closest to drummer)
- var kickDrum = new DrumPad('kickDrum', 1024, 2200, 400, 200);
+ var kickDrum = new DrumPad('kickDrum', 1024, 2200, 600, 300);
drumPads.push(kickDrum);
game.addChild(kickDrum);
// Snare drum (center position)
- var snareDrum = new DrumPad('snareDrum', 1024, 1600, 250, 120);
+ var snareDrum = new DrumPad('snareDrum', 1024, 1600, 375, 180);
drumPads.push(snareDrum);
game.addChild(snareDrum);
// Hi-hat (left side, slightly forward)
- var hiHat = new DrumPad('hiHat', 450, 1400, 180, 80);
+ var hiHat = new DrumPad('hiHat', 450, 1400, 270, 120);
drumPads.push(hiHat);
game.addChild(hiHat);
// High tom (left of snare, above snare level)
- var highTom = new DrumPad('highTom', 800, 1300, 200, 100);
+ var highTom = new DrumPad('highTom', 800, 1300, 300, 150);
drumPads.push(highTom);
game.addChild(highTom);
- // Mid tom (right of snare, above snare level)
- var midTom = new DrumPad('midTom', 1250, 1300, 220, 110);
+ // Mid tom (right of snare, above snare level)
+ var midTom = new DrumPad('midTom', 1250, 1300, 330, 165);
drumPads.push(midTom);
game.addChild(midTom);
// Floor tom (right side, lower than snare)
- var floorTom = new DrumPad('floorTom', 1450, 1800, 280, 140);
+ var floorTom = new DrumPad('floorTom', 1450, 1800, 420, 210);
drumPads.push(floorTom);
game.addChild(floorTom);
// Crash cymbal 1 (left side, above high tom)
- var crashCymbal1 = new DrumPad('crashCymbal', 650, 1000, 240, 110);
+ var crashCymbal1 = new DrumPad('crashCymbal', 650, 1000, 360, 165);
drumPads.push(crashCymbal1);
game.addChild(crashCymbal1);
// Crash cymbal 2 (right side, above mid tom)
- var crashCymbal2 = new DrumPad('crashCymbal', 1400, 1000, 240, 110);
+ var crashCymbal2 = new DrumPad('crashCymbal', 1400, 1000, 360, 165);
drumPads.push(crashCymbal2);
game.addChild(crashCymbal2);
// Ride cymbal (far right, behind floor tom)
- var rideCymbal = new DrumPad('rideCymbal', 1650, 1400, 280, 130);
+ var rideCymbal = new DrumPad('rideCymbal', 1650, 1400, 420, 195);
drumPads.push(rideCymbal);
game.addChild(rideCymbal);
}
// Pattern mode functions
@@ -243,9 +243,9 @@
for (var j = 0; j < drumPads.length; j++) {
var drum = drumPads[j];
if (note.drumType === drum.drumType) {
var distance = Math.sqrt(Math.pow(note.x - drum.x, 2) + Math.pow(note.y - drum.y, 2));
- if (distance < 100 && !note.hit) {
+ if (distance < 150 && !note.hit) {
// Auto-hit when note reaches drum pad
note.hit = true;
combo++;
if (combo > maxCombo) maxCombo = combo;