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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: 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
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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 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 behind cymbals 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, 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) { // 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()); } } } else { // For drums, trigger normally 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 ****/ // Drum heads with leather texture appearance // 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); // 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
@@ -120,17 +120,32 @@
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)
- 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());
+ // 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());
+ }
}
} else {
// For drums, trigger normally
self.playSound();