User prompt
make it -20
User prompt
not that much
User prompt
Move snare drum body a little left
User prompt
more
User prompt
Move snare drum body up significantly
User prompt
move the snare body up signictinalty
User prompt
move the snare body up more
User prompt
move the snare body up
User prompt
Place a body under each button and make it look like the existing buttons are the leather of the drum and the player is hitting the top surface of the drum just like in real life to make the sound.
User prompt
move the crash and ride stands down a little more
User prompt
move the crash and ride stands down a little more
User prompt
move the crash and ride stands down a little more
User prompt
revert the hat stands to their initial positions
User prompt
more
User prompt
move them sişgnficanlty downwards
User prompt
move the newly added stands downwards
User prompt
add the stands to crashes and ride as well
User prompt
add the new visualonly stands to the other cymballs
User prompt
separate the cymballs and their stand and make the stand only visuals not a part of cymballs, just a texture lika background
User prompt
make the stand assets only visuals and not interactive
User prompt
the high and midtoms are not working can you fix it
User prompt
✅ Prevent cymbal and hi-hat stands from triggering drum sounds when tapped
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: 173
User prompt
prevent the sticks from triggering sounds
User prompt
the hihats, high and midtoms and cymballs are not working can you fişx it
/**** * 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 rim layer (darker, larger) - layer behind for toms var rimGraphics = null; if (drumType !== 'crashCymbal' && drumType !== 'rideCymbal' && drumType !== 'hiHat') { rimGraphics = self.attachAsset(drumType + 'Rim', { anchorX: 0.5, anchorY: 0.5 }); } else { rimGraphics = self.attachAsset(drumType + 'Rim', { anchorX: 0.5, anchorY: 0.5 }); } // Create main drum shell - layer behind for toms var drumGraphics = self.attachAsset(drumType, { anchorX: 0.5, anchorY: 0.5 }); // Create drum head layer (leather texture) - layer behind for toms var headGraphics = null; if (drumType !== 'crashCymbal' && drumType !== 'rideCymbal' && drumType !== 'hiHat') { headGraphics = self.attachAsset(drumType + 'Head', { anchorX: 0.5, anchorY: 0.5 }); } // Create stand for cymbals and hi-hat - moved upward and layered on top var standGraphics = null; if (drumType === 'crashCymbal') { standGraphics = self.attachAsset('cymbalStand', { anchorX: 0.5, anchorY: 0, y: -40 }); } else if (drumType === 'rideCymbal') { standGraphics = self.attachAsset('rideCymbalStand', { anchorX: 0.5, anchorY: 0, y: -30 }); } else if (drumType === 'hiHat') { standGraphics = self.attachAsset('hiHatStand', { anchorX: 0.5, anchorY: 0, y: -50 }); } // 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 === 'openhat') soundName = 'openhat'; 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 on main drum drumGraphics.scaleX = 1.1; drumGraphics.scaleY = 1.1; tween(drumGraphics, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); // Drum head bounce effect (if exists) if (headGraphics) { headGraphics.scaleX = 1.08; headGraphics.scaleY = 1.08; tween(headGraphics, { scaleX: 1, scaleY: 1 }, { duration: 180, easing: tween.easeOut }); } }; self.down = function (x, y, obj) { // Check if the tap is on a stand element var localPos = self.toLocal(obj.parent.toGlobal(obj.position)); // For cymbals and hi-hat, check if tap is on the stand area if (drumType === 'crashCymbal' || drumType === 'rideCymbal' || drumType === 'hiHat') { // Check if tap is in the stand area (below the cymbal/hi-hat) if (localPos.y < -20) { // Tap is on the stand, don't trigger drum sound return; } } 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 ****/ // Game variables // Drum kit components // Drum sounds // Background music // Drum heads with leather texture appearance 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); // Open hi-hat (next to closed hi-hat, slightly left) var openHat = new DrumPad('openHat', 300, 1300, 270, 120); drumPads.push(openHat); game.addChild(openHat); // 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', 'openhat']; 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
@@ -37,34 +37,28 @@
anchorX: 0.5,
anchorY: 0.5
});
}
- // Create stand for cymbals and hi-hat - moved upward and layered behind cymbals
+ // Create stand for cymbals and hi-hat - moved upward and layered on top
var standGraphics = null;
if (drumType === 'crashCymbal') {
standGraphics = self.attachAsset('cymbalStand', {
anchorX: 0.5,
anchorY: 0,
y: -40
});
- // Move stand to back layer
- self.setChildIndex(standGraphics, 0);
} else if (drumType === 'rideCymbal') {
standGraphics = self.attachAsset('rideCymbalStand', {
anchorX: 0.5,
anchorY: 0,
y: -30
});
- // Move stand to back layer
- self.setChildIndex(standGraphics, 0);
} else if (drumType === 'hiHat') {
standGraphics = self.attachAsset('hiHatStand', {
anchorX: 0.5,
anchorY: 0,
y: -50
});
- // Move stand to back layer
- self.setChildIndex(standGraphics, 0);
}
// Hit effect that appears on tap
var hitEffect = self.attachAsset('hitEffect', {
anchorX: 0.5,
@@ -72,18 +66,15 @@
alpha: 0
});
self.playSound = function () {
var soundName = drumType.replace('Drum', '').toLowerCase();
- // Map drum types to sound names
if (soundName === 'hihat') soundName = 'hihat';
if (soundName === 'openhat') soundName = 'openhat';
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';
- if (soundName === 'kick') soundName = 'kick';
- if (soundName === 'snare') soundName = 'snare';
LK.getSound(soundName).play();
};
self.showHitEffect = function () {
hitEffect.alpha = 1;
@@ -120,44 +111,23 @@
});
}
};
self.down = function (x, y, obj) {
- // For cymbals, only trigger sound if touching the cymbal parts, not the stand
- if (drumType === 'crashCymbal' || drumType === 'rideCymbal' || drumType === 'hiHat' || drumType === 'openHat') {
- // Check if hit is on cymbal area (not on stand)
- // Safety check for obj.parent before calling toGlobal
- if (obj && obj.parent && obj.position) {
- var localPos = self.toLocal(obj.parent.toGlobal(obj.position));
- var distance = Math.sqrt(localPos.x * localPos.x + localPos.y * localPos.y);
- // Only trigger if hit is within cymbal radius (not on stand area)
- if (distance < 150) {
- self.playSound();
- self.showHitEffect();
- // Update score
- LK.setScore(LK.getScore() + 10);
- scoreText.setText(LK.getScore().toString());
- }
- } else {
- // Fallback: use x,y coordinates directly for hit detection
- var localX = x - self.x;
- var localY = y - self.y;
- var distance = Math.sqrt(localX * localX + localY * localY);
- if (distance < 150) {
- self.playSound();
- self.showHitEffect();
- // Update score
- LK.setScore(LK.getScore() + 10);
- scoreText.setText(LK.getScore().toString());
- }
+ // Check if the tap is on a stand element
+ var localPos = self.toLocal(obj.parent.toGlobal(obj.position));
+ // For cymbals and hi-hat, check if tap is on the stand area
+ if (drumType === 'crashCymbal' || drumType === 'rideCymbal' || drumType === 'hiHat') {
+ // Check if tap is in the stand area (below the cymbal/hi-hat)
+ if (localPos.y < -20) {
+ // Tap is on the stand, don't trigger drum sound
+ return;
}
- } else {
- // For drums, trigger normally
- self.playSound();
- self.showHitEffect();
- // Update score
- LK.setScore(LK.getScore() + 10);
- scoreText.setText(LK.getScore().toString());
}
+ 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) {
@@ -186,13 +156,13 @@
/****
* Game Code
****/
-// Drum heads with leather texture appearance
-// Background music
-// Drum sounds
-// Drum kit components
// Game variables
+// Drum kit components
+// Drum sounds
+// Background music
+// Drum heads with leather texture appearance
var gameMode = 'freeplay'; // 'freeplay' or 'pattern'
var drumPads = [];
var patternNotes = [];
var combo = 0;
@@ -268,12 +238,9 @@
var patternInterval = 120; // Spawn pattern every 2 seconds at 60fps
var patternSequence = ['kick', 'snare', 'hihat', 'kick', 'crashcymbal', 'snare', 'hightom', 'midtom', 'floortom', 'ride', 'openhat'];
var patternIndex = 0;
function spawnPatternNote() {
- var sequenceDrum = patternSequence[patternIndex];
- var drumType = '';
- // Map sequence names to actual drumType values
- if (sequenceDrum === 'kick') drumType = 'kickDrum';else if (sequenceDrum === 'snare') drumType = 'snareDrum';else if (sequenceDrum === 'hihat') drumType = 'hiHat';else if (sequenceDrum === 'openhat') drumType = 'openHat';else if (sequenceDrum === 'crashcymbal') drumType = 'crashCymbal';else if (sequenceDrum === 'ride') drumType = 'rideCymbal';else if (sequenceDrum === 'hightom') drumType = 'highTom';else if (sequenceDrum === 'midtom') drumType = 'midTom';else if (sequenceDrum === 'floortom') drumType = 'floorTom';
+ 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) {