User prompt
add bg textures down more to fill the mepty spaces
User prompt
make the backgorund full visible not transparent
User prompt
make a background asset
User prompt
Move kick body up by 30 pixels
User prompt
Move kick body up by 150 pixels
User prompt
Move kick body up by 150 pixels
User prompt
move the kickbody up the drum surface
User prompt
move the high and mid tom bodies by 70 pixels
User prompt
not 100 by 70
User prompt
move the high and mid tom bodies by 100 pixels
User prompt
✅ Move floor tom body down by 100 pixels
User prompt
✅ Move floor tom body down by 70 pixels
User prompt
move the tom bodies up by 70 pixels
User prompt
✅ Move floor tom body down by 30 pixels
User prompt
✅ Move floor tom body down by 70 pixels
User prompt
not 70 by 30
User prompt
✅ Move floor tom body up by 70 pixels
User prompt
Move floor tom body up by 70 pixels
User prompt
move the floor tom body up same as the snare body
User prompt
move the floor tom body up same as the snare body
User prompt
move the floor tom body same as the snare body
User prompt
layer the toms bodies under the snaredrum
User prompt
layer the bodies under the drums
User prompt
-10
User prompt
-15
/**** * 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 tom bodies first (under snare drum layer) var bodyGraphics = null; if (drumType === 'highTom' || drumType === 'midTom' || drumType === 'floorTom') { bodyGraphics = self.attachAsset(drumType + 'Body', { anchorX: 0.5, anchorY: 0.0 }); bodyGraphics.y = 30; // Position tom bodies below the drum head if (drumType === 'floorTom') { bodyGraphics.x = -10; // Move floor tom body left same as snare } } // Create kick and snare drum bodies after tom bodies if (drumType === 'kickDrum' || drumType === 'snareDrum') { bodyGraphics = self.attachAsset(drumType + 'Body', { anchorX: 0.5, anchorY: 0.0 }); if (drumType === 'snareDrum') { bodyGraphics.y = -100; // Position snare body even higher bodyGraphics.x = -10; // Move snare body left } else { bodyGraphics.y = 30; // Position other drum bodies below the drum head } } // Create rim layer (darker, larger) - SECOND layer 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 - THIRD layer var drumGraphics = self.attachAsset(drumType, { anchorX: 0.5, anchorY: 0.5 }); // Create drum head layer (leather texture) - TOP layer var headGraphics = null; if (drumType !== 'crashCymbal' && drumType !== 'rideCymbal' && drumType !== 'hiHat') { headGraphics = self.attachAsset(drumType + 'Head', { 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 === '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 }); } // Drum body bounce effect (if exists) if (bodyGraphics) { bodyGraphics.scaleX = 1.05; bodyGraphics.scaleY = 1.05; tween(bodyGraphics, { 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 ****/ // 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() { // Add cymbal stands as background visuals first var crashStand1 = LK.getAsset('cymbalStand', { anchorX: 0.5, anchorY: 1 }); crashStand1.x = 650; crashStand1.y = 1600; game.addChild(crashStand1); var crashStand2 = LK.getAsset('cymbalStand', { anchorX: 0.5, anchorY: 1 }); crashStand2.x = 1400; crashStand2.y = 1600; game.addChild(crashStand2); var rideStand = LK.getAsset('cymbalStand', { anchorX: 0.5, anchorY: 1 }); rideStand.x = 1650; rideStand.y = 2000; game.addChild(rideStand); var hiHatStandGraphics = LK.getAsset('hiHatStand', { anchorX: 0.5, anchorY: 0 }); hiHatStandGraphics.x = 450; hiHatStandGraphics.y = 1400; game.addChild(hiHatStandGraphics); var openHatStandGraphics = LK.getAsset('hiHatStand', { anchorX: 0.5, anchorY: 0 }); openHatStandGraphics.x = 300; openHatStandGraphics.y = 1300; game.addChild(openHatStandGraphics); // 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
@@ -19,8 +19,11 @@
anchorX: 0.5,
anchorY: 0.0
});
bodyGraphics.y = 30; // Position tom bodies below the drum head
+ if (drumType === 'floorTom') {
+ bodyGraphics.x = -10; // Move floor tom body left same as snare
+ }
}
// Create kick and snare drum bodies after tom bodies
if (drumType === 'kickDrum' || drumType === 'snareDrum') {
bodyGraphics = self.attachAsset(drumType + 'Body', {