User prompt
make the notes fall slower
User prompt
Increase the number of misses required to lose
User prompt
make hold notes more common
User prompt
extend upward not down
User prompt
make the transperent part of the hold notes start with the main note
User prompt
make a new note type that you need to hold it
User prompt
do not play the music everytime so it look like the player plays it by pressing the notes
User prompt
Pause the background music at game start so it only plays when notes are hit Play and pause the background music for each note hit, so only the pressed note segment plays
User prompt
When the notes are pressed, a part of the background song will play, and if the note is not pressed, the background song will not play, thus giving the impression that the player is playing the song.
User prompt
make the note pattern more joyful and variable
User prompt
mkae a diferrent noıte pattern
User prompt
play the song1 asset
User prompt
play the song in the backgrond slightly
User prompt
increase it more
User prompt
increase the alpha of hitzone asset
User prompt
make the counter visible
User prompt
make a score counter and place it on middle top
User prompt
each played note counts as a score
User prompt
3 note cant slide down at the same time
User prompt
make the song longer and more variable
User prompt
make a different note pattern
User prompt
longen the strings to up to make an infinite effect
User prompt
longen the strings to up to make an infinite effect
User prompt
make the strings start from above
User prompt
add a shadow effect under the strings
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // GuitarString class: visual representation of a string var GuitarString = Container.expand(function () { var self = Container.call(this); self.stringIndex = 0; // 0-5 self.init = function (stringIndex) { self.stringIndex = stringIndex; var stringAssetId = 'guitarString' + (stringIndex + 1); var string = self.attachAsset(stringAssetId, { anchorX: 0.5, anchorY: 0 }); self.width = string.width; self.height = string.height; }; return self; }); // Note class: represents a falling note on a string var Note = Container.expand(function () { var self = Container.call(this); self.stringIndex = 0; // 0-5 self.hit = false; self.missed = false; self.init = function (stringIndex) { self.stringIndex = stringIndex; var noteAssetId = 'note' + (stringIndex + 1); var note = self.attachAsset(noteAssetId, { anchorX: 0.5, anchorY: 0.5 }); self.width = note.width; self.height = note.height; }; self.update = function () { if (!self.hit && !self.missed) { self.y += noteSpeed; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // Music (background track) // Sound for hit/miss // Hit zone // Note shapes (one per string, colored) // Guitar string shapes (5 strings) // --- Game Constants --- var NUM_STRINGS = 6; var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var STRING_SPACING = 260; var STRING_TOP = 200; var STRING_BOTTOM = 2000; var NOTE_START_Y = -100; var HIT_ZONE_Y = 2000; var HIT_ZONE_HEIGHT = 40; var NOTE_HIT_WINDOW = 180; // px (was 100) var NOTE_MISS_WINDOW = 200; // px (was 120) var MAX_MISSES = 10; var BASE_NOTE_SPEED = 16; // px per frame var NOTE_SPAWN_OFFSET = 60; // frames between notes (song tempo) var MULTIPLIER_THRESHOLDS = [10, 20, 40, 60]; // streaks for multipliers // --- Game State --- var strings = []; var notes = []; var noteSpeed = BASE_NOTE_SPEED; var score = 0; var streak = 0; var multiplier = 1; var misses = 0; var songTime = 0; var songEnded = false; var lastNoteSpawnTick = 0; var songNotes = []; // Array of {tick, stringIndex} var nextSongNoteIndex = 0; // --- UI Elements --- var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var streakTxt = new Text2('', { size: 60, fill: "#fff" }); streakTxt.anchor.set(0.5, 0); LK.gui.top.addChild(streakTxt); var missesTxt = new Text2('', { size: 60, fill: 0xFF4444 }); missesTxt.anchor.set(0.5, 0); LK.gui.top.addChild(missesTxt); // --- Background --- var background = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: -1000, // Move background a little bit more to the right y: 0 }); game.addChild(background); // --- Hit Zone --- var hitZone = LK.getAsset('hitZone', { anchorX: 0.5, anchorY: 0.5, x: GAME_WIDTH / 2, y: HIT_ZONE_Y }); game.addChild(hitZone); hitZone.alpha = 0.15; // --- Place Guitar Strings --- // To create an infinite effect, tile the string asset vertically from far above to far below the visible area. var stringStartX = (GAME_WIDTH - (NUM_STRINGS - 1) * STRING_SPACING) / 2; var stringTileStartY = -4000; // far above visible area var stringTileEndY = GAME_HEIGHT + 4000; // far below visible area for (var i = 0; i < NUM_STRINGS; i++) { // Add shadow under string (infinite effect) var shadowY = stringTileStartY + 16; while (shadowY < stringTileEndY) { var shadow = LK.getAsset('guitarString' + (i + 1), { anchorX: 0.5, anchorY: 0, x: stringStartX + i * STRING_SPACING + 10, y: shadowY, scaleX: 1.05, scaleY: 1.01, alpha: 0.22 // subtle shadow }); shadow.tint = 0x000000; game.addChild(shadow); shadowY += shadow.height; } // Add main string (infinite effect) var stringY = stringTileStartY; while (stringY < stringTileEndY) { var gs = new GuitarString(); gs.init(i); gs.x = stringStartX + i * STRING_SPACING; gs.y = stringY; game.addChild(gs); if (stringY === stringTileStartY) { // Only push the first instance for hit/miss logic strings.push(gs); } stringY += gs.height; } } // --- Song Data (simple hardcoded song for MVP) --- // Each entry: {tick: frame to spawn, stringIndex: 0-4} songNotes = [{ tick: 30, stringIndex: 2 }, { tick: 60, stringIndex: 1 }, { tick: 90, stringIndex: 3 }, { tick: 120, stringIndex: 0 }, { tick: 150, stringIndex: 4 }, { tick: 165, stringIndex: 5 }, { tick: 180, stringIndex: 2 }, { tick: 210, stringIndex: 1 }, { tick: 225, stringIndex: 5 }, { tick: 240, stringIndex: 3 }, { tick: 270, stringIndex: 0 }, { tick: 285, stringIndex: 5 }, { tick: 300, stringIndex: 4 }, { tick: 315, stringIndex: 5 }, { tick: 330, stringIndex: 2 }, { tick: 345, stringIndex: 5 }, { tick: 360, stringIndex: 1 }, { tick: 375, stringIndex: 5 }, { tick: 390, stringIndex: 3 }, { tick: 405, stringIndex: 5 }, { tick: 420, stringIndex: 0 }, { tick: 435, stringIndex: 5 }, { tick: 450, stringIndex: 4 }, { tick: 465, stringIndex: 5 }, { tick: 480, stringIndex: 2 }, { tick: 495, stringIndex: 5 }, { tick: 510, stringIndex: 1 }, { tick: 525, stringIndex: 5 }, { tick: 540, stringIndex: 3 }, { tick: 555, stringIndex: 5 }, { tick: 570, stringIndex: 0 }, { tick: 585, stringIndex: 5 }, { tick: 600, stringIndex: 4 }]; // Song ends after last note + 3 seconds var songEndTick = songNotes[songNotes.length - 1].tick + 180; // --- Helper Functions --- function updateScoreUI() { scoreTxt.setText(score); streakTxt.setText(streak > 0 ? "Streak: " + streak + " x" + multiplier : ""); missesTxt.setText(misses > 0 ? "Misses: " + misses + "/" + MAX_MISSES : ""); } function getStringIndexFromX(x) { // Find which string x is closest to var minDist = 99999; var idx = 0; for (var i = 0; i < strings.length; i++) { var dist = Math.abs(x - strings[i].x); if (dist < minDist) { minDist = dist; idx = i; } } return idx; } function tryHitNote(stringIndex) { // Find the first note on this string within the hit window for (var i = 0; i < notes.length; i++) { var n = notes[i]; if (n.stringIndex === stringIndex && !n.hit && !n.missed) { var dy = Math.abs(n.y - HIT_ZONE_Y); if (dy <= NOTE_HIT_WINDOW) { n.hit = true; // Play the correct guitar note sound for each string if (stringIndex === 0) { LK.getSound('E').play(); } else if (stringIndex === 1) { LK.getSound('A').play(); } else if (stringIndex === 2) { LK.getSound('D').play(); } else if (stringIndex === 3) { LK.getSound('G').play(); } else if (stringIndex === 4) { LK.getSound('B').play(); } else if (stringIndex === 5) { LK.getSound('E2').play(); } score += 100 * multiplier; streak += 1; // Multiplier logic if (streak >= MULTIPLIER_THRESHOLDS[3]) { multiplier = 5; } else if (streak >= MULTIPLIER_THRESHOLDS[2]) { multiplier = 4; } else if (streak >= MULTIPLIER_THRESHOLDS[1]) { multiplier = 3; } else if (streak >= MULTIPLIER_THRESHOLDS[0]) { multiplier = 2; } else { multiplier = 1; } updateScoreUI(); // Animate note tween(n, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { n.destroy(); } }); return true; } } } // Missed (no note in window) LK.getSound('noteMiss').play(); streak = 0; multiplier = 1; misses += 1; updateScoreUI(); LK.effects.flashObject(strings[stringIndex], 0xff0000, 200); if (misses >= MAX_MISSES) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } return false; } // --- Input Handling --- game.down = function (x, y, obj) { // Only allow input in lower 2/3 of screen (where strings are) if (y < STRING_TOP) return; var stringIdx = getStringIndexFromX(x); tryHitNote(stringIdx); }; // --- Game Update Loop --- game.update = function () { // Spawn notes according to songNotes if (!songEnded && nextSongNoteIndex < songNotes.length) { while (nextSongNoteIndex < songNotes.length && LK.ticks >= songNotes[nextSongNoteIndex].tick) { var noteData = songNotes[nextSongNoteIndex]; var n = new Note(); n.init(noteData.stringIndex); n.x = strings[noteData.stringIndex].x; n.y = NOTE_START_Y; n.alpha = 1; n.scaleX = 1; n.scaleY = 1; notes.push(n); game.addChild(n); nextSongNoteIndex += 1; } } // Update notes for (var i = notes.length - 1; i >= 0; i--) { var n = notes[i]; n.update(); // Missed note? if (!n.hit && !n.missed && n.y > HIT_ZONE_Y + NOTE_MISS_WINDOW) { n.missed = true; streak = 0; multiplier = 1; misses += 1; updateScoreUI(); LK.getSound('noteMiss').play(); LK.effects.flashObject(strings[n.stringIndex], 0xff0000, 200); tween(n, { alpha: 0 }, { duration: 200, onFinish: function onFinish() { n.destroy(); } }); if (misses >= MAX_MISSES) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Remove notes that are hit and faded out if ((n.hit || n.missed) && n.alpha <= 0.01) { notes.splice(i, 1); continue; } // Make columns infinite: if note goes off bottom, respawn at top (unless hit/missed) if (!n.hit && !n.missed && n.y > GAME_HEIGHT + n.height) { n.y = NOTE_START_Y; n.hit = false; n.missed = false; n.alpha = 1; n.scaleX = 1; n.scaleY = 1; } } // End of song if (!songEnded && LK.ticks > songEndTick) { songEnded = true; LK.showYouWin(); } }; // --- UI Placement --- scoreTxt.position.set(GAME_WIDTH / 2, 20); streakTxt.position.set(GAME_WIDTH / 2, 160); missesTxt.position.set(GAME_WIDTH / 2, 240); // --- Start Music --- LK.playMusic('song1', { fade: { start: 0, end: 1, duration: 1000 } }); // --- Initialize UI --- updateScoreUI();
===================================================================
--- original.js
+++ change.js
@@ -55,14 +55,14 @@
/****
* Game Code
****/
-// --- Game Constants ---
-// Guitar string shapes (5 strings)
-// Note shapes (one per string, colored)
-// Hit zone
-// Sound for hit/miss
// Music (background track)
+// Sound for hit/miss
+// Hit zone
+// Note shapes (one per string, colored)
+// Guitar string shapes (5 strings)
+// --- Game Constants ---
var NUM_STRINGS = 6;
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
var STRING_SPACING = 260;
@@ -127,31 +127,43 @@
});
game.addChild(hitZone);
hitZone.alpha = 0.15;
// --- Place Guitar Strings ---
+// To create an infinite effect, tile the string asset vertically from far above to far below the visible area.
var stringStartX = (GAME_WIDTH - (NUM_STRINGS - 1) * STRING_SPACING) / 2;
+var stringTileStartY = -4000; // far above visible area
+var stringTileEndY = GAME_HEIGHT + 4000; // far below visible area
for (var i = 0; i < NUM_STRINGS; i++) {
- // Add shadow under string
- var shadow = LK.getAsset('guitarString' + (i + 1), {
- anchorX: 0.5,
- anchorY: 0,
- x: stringStartX + i * STRING_SPACING + 10,
- // slight x offset for shadow
- y: STRING_TOP + 16,
- // y offset for shadow
- scaleX: 1.05,
- scaleY: 1.01,
- alpha: 0.22 // subtle shadow
- });
- shadow.tint = 0x000000;
- game.addChild(shadow);
- var gs = new GuitarString();
- gs.init(i);
- gs.x = stringStartX + i * STRING_SPACING;
- // Start strings from above the visible area
- gs.y = -gs.height + STRING_TOP;
- game.addChild(gs);
- strings.push(gs);
+ // Add shadow under string (infinite effect)
+ var shadowY = stringTileStartY + 16;
+ while (shadowY < stringTileEndY) {
+ var shadow = LK.getAsset('guitarString' + (i + 1), {
+ anchorX: 0.5,
+ anchorY: 0,
+ x: stringStartX + i * STRING_SPACING + 10,
+ y: shadowY,
+ scaleX: 1.05,
+ scaleY: 1.01,
+ alpha: 0.22 // subtle shadow
+ });
+ shadow.tint = 0x000000;
+ game.addChild(shadow);
+ shadowY += shadow.height;
+ }
+ // Add main string (infinite effect)
+ var stringY = stringTileStartY;
+ while (stringY < stringTileEndY) {
+ var gs = new GuitarString();
+ gs.init(i);
+ gs.x = stringStartX + i * STRING_SPACING;
+ gs.y = stringY;
+ game.addChild(gs);
+ if (stringY === stringTileStartY) {
+ // Only push the first instance for hit/miss logic
+ strings.push(gs);
+ }
+ stringY += gs.height;
+ }
}
// --- Song Data (simple hardcoded song for MVP) ---
// Each entry: {tick: frame to spawn, stringIndex: 0-4}
songNotes = [{