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make it -20
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not that much
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Move snare drum body a little left
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more
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Move snare drum body up significantly
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move the snare body up signictinalty
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move the snare body up more
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move the snare body up
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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.
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move the crash and ride stands down a little more
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move the crash and ride stands down a little more
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move the crash and ride stands down a little more
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revert the hat stands to their initial positions
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more
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move them sişgnficanlty downwards
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move the newly added stands downwards
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add the stands to crashes and ride as well
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add the new visualonly stands to the other cymballs
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separate the cymballs and their stand and make the stand only visuals not a part of cymballs, just a texture lika background
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make the stand assets only visuals and not interactive
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the high and midtoms are not working can you fix it
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✅ Prevent cymbal and hi-hat stands from triggering drum sounds when tapped
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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
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prevent the sticks from triggering sounds
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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 drum body (cylindrical shell) for drums that need it var bodyGraphics = null; if (drumType === 'kickDrum' || drumType === 'snareDrum' || drumType === 'highTom' || drumType === 'midTom' || drumType === 'floorTom') { bodyGraphics = self.attachAsset(drumType + 'Body', { anchorX: 0.5, anchorY: 0.0 }); if (drumType === 'snareDrum') { bodyGraphics.y = -100; // Position snare body even higher bodyGraphics.x = -20; // Move snare body left } else { bodyGraphics.y = 30; // Position other drum bodies below the drum head } } // Create rim layer (darker, larger) 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 var drumGraphics = self.attachAsset(drumType, { anchorX: 0.5, anchorY: 0.5 }); // Create drum head layer (leather texture) 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
@@ -20,9 +20,9 @@
anchorY: 0.0
});
if (drumType === 'snareDrum') {
bodyGraphics.y = -100; // Position snare body even higher
- bodyGraphics.x = -30; // Move snare body left
+ bodyGraphics.x = -20; // Move snare body left
} else {
bodyGraphics.y = 30; // Position other drum bodies below the drum head
}
}