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All of the homepage elements disappeared, fix this error
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I've analyzed the issues in your code. Here's a breakdown of the problems and solutions: ### 1. Duplicated Sky Journey Titles **Problem**: This occurs because: 1. The `SongCard` class creates a title text element 2. The `showHome()` function creates another title text element for the same song 3. Both are added to the same container **Solution**: Modify the `SongCard` class to only create the cover image, and handle the title text separately in `showHome()`: ```javascript // Updated SongCard class var SongCard = Container.expand(function () { var self = Container.call(this); self.songId = ''; self.cover = null; self.init = function (songId, colorAsset) { self.songId = songId; if (self.cover) { self.removeChild(self.cover); } self.cover = self.attachAsset(colorAsset, { anchorX: 0.5, anchorY: 0.5 }); }; return self; }); ``` ### 2. Song Selector Positioning Issues **Problem**: The cards aren't centered because: 1. Incorrect positioning calculations 2. Not accounting for container offsets 3. Improper handling of screen dimensions **Solution**: Fix the positioning logic: ```javascript function showHome() { // ... existing code ... // Fixed positioning calculations var cardSpacing = 450; var cardCount = SONGS.length; var cardWidth = 400; var totalWidth = (cardCount - 1) * cardSpacing + cardWidth; var startX = -totalWidth / 2; // Center in container var cardY = -100; // Move cards higher up // Create song cards for (var i = 0; i < SONGS.length; i++) { (function(idx) { // Create song card var card = new SongCard(); card.init(SONGS[idx].id, SONGS[idx].cover); card.x = startX + idx * cardSpacing; card.y = cardY; card.interactive = true; card.down = function(x, y, obj) { selectedSong = SONGS[idx]; setGameState('STORY'); }; homeScreen.addChild(card); songCards.push(card); // Create song name text var songNameText = new Text2(SONGS[idx].title, { size: 64, fill: "#ffffff", font: "Arial" }); songNameText.anchor.set(0.5, 0.5); songNameText.x = startX + idx * cardSpacing; songNameText.y = cardY + 300; // Position below card homeScreen.addChild(songNameText); })(i); } // ... existing code ... } ``` ### 3. Other Songs Not Appearing **Problem**: Only the first song appears because: 1. The loop variable `i` isn't properly captured in closures 2. Song references aren't preserved correctly **Solution**: Fix the closure scope: ```javascript // In showHome() loop for (var i = 0; i < SONGS.length; i++) { (function(index) { // Create a closure to capture index var song = SONGS[index]; // Capture current song // ... card creation code ... card.down = function(x, y, obj) { selectedSong = song; // Use captured song reference setGameState('STORY'); }; // ... rest of code ... })(i); // Pass current index } ``` ### 4. Storyline Position at Bottom **Problem**: The storyline is positioned too low because: 1. The Y-position calculation doesn't account for screen size 2. No vertical centering **Solution**: Adjust the positioning: ```javascript function showStory() { // ... existing code ... // Center the storyline vertically storyText.anchor.set(0.5, 0.5); storyText.x = screenWidth / 2; storyText.y = screenHeight * 0.4; // 40% from top // Position continue button lower continueButton.y = screenHeight * 0.7; // 70% from top // ... existing code ... } ``` ### Full Corrected `showHome()` Function Here's the complete fixed version: ```javascript function showHome() { clearGUI(); songCards = []; var screenWidth = LK.width || 2048; var screenHeight = LK.height || 2732; // Create a centered container for the homepage var homeScreen = new Container(); // Title var title = new Text2(selectedLanguage === 'zh' ? "选择歌曲" : "Select a Song", { size: 100, fill: "#ffffff", font: "Arial" }); title.anchor.set(0.5, 0.5); title.x = 0; title.y = -screenHeight/2 + 150; homeScreen.addChild(title); // Center song cards var cardSpacing = 450; var cardCount = SONGS.length; var cardWidth = 400; var totalWidth = (cardCount - 1) * cardSpacing + cardWidth; var startX = -totalWidth / 2; var cardY = -100; // Create song cards for (var i = 0; i < SONGS.length; i++) { (function(index) { var song = SONGS[index]; // Create song card var card = new SongCard(); card.init(song.id, song.cover); card.x = startX + index * cardSpacing; card.y = cardY; card.interactive = true; card.down = function(x, y, obj) { selectedSong = song; setGameState('STORY'); }; homeScreen.addChild(card); songCards.push(card); // Create song name text var songNameText = new Text2(song.title, { size: 64, fill: "#ffffff", font: "Arial" }); songNameText.anchor.set(0.5, 0.5); songNameText.x = startX + index * cardSpacing; songNameText.y = cardY + 300; homeScreen.addChild(songNameText); })(i); } // Position the homeScreen container at screen center homeScreen.x = screenWidth / 2; homeScreen.y = screenHeight / 2; // Add to GUI gui.center.addChild(homeScreen); } ``` ### Key Fixes Summary: 1. **Duplicated Titles**: - Removed title creation from SongCard class - Handle titles separately in showHome() 2. **Positioning**: - Fixed card positioning calculations - Added proper vertical spacing - Centered all elements in container 3. **Missing Songs**: - Fixed closure scope to capture song references - Used immediately-invoked function expressions (IIFE) 4. **Storyline Position**: - Adjusted Y-position to 40% from top - Positioned continue button at 70% from top These changes should resolve all the issues you're experiencing with the home screen and storyline positioning. The song selector should now appear properly centered with all songs visible, without duplicates, and the storyline should be positioned higher on the screen.
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Same error again
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Still occurring the same error
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Center and space. Calculate positions so all cards are centered and spaced evenly. UI best practices.Title at top center, avoid top-left, all elements visible. Global variables. Arrays/variables for UI elements in global scope.
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Based on your advices, fix the problems for homepage
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Still results in duplicated Sky Journey, only one Sky Journey is in the homepage, and I still cannot see Night Pulse and Sunrise Waltz in the homepage
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Remove duplicated Sky Journey, move it to the centre of the screen, add Night Pulse and Sunrise Waltz at the home screen and both of them are within the SelectorUI
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The Sky Journey are duplicated, make sure that Song Cover 1 only appear as the background of gameplay mode for Sky Journey, same as other songs
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The song selector is disappeared, repositioned all the elements at the homepage within the screen, the upper centre is the title Select a Song, and continue with Sky Journey, Night Pulse and Sunrise Waltz within the asset Selector UI
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Move up the song selector to the centre of the homepage
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Fix all of the elements within the screen of 2048x2732, in the centre of the homepage
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Cannot see all of the elements in the homepage
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Add Select a Song as the title of homepage, the songs such as Sky Journey, Night Pulse and Sunrise Waltz within the SelectorUI, and all of the fonts are in the white color
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Remove the homepage background asset
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Homepage failed again and again
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Homepage keeps on failed to display
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Use a centered container for all homepage elements, size the background correctly, set text color to white, correct the elements in the order and GUI layer, clearing previous GUI elements before correct the code
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}); // Show song selection boxes var spacing = 350; var startY = 800; for (var i = 0; i < songs.length; i++) { var song = songs[i]; var box = new selectorUI(); box.x = 2048 / 2; box.y = startY + i * spacing; box.titleText.setText(song.title); // Set fill color using setStyle to avoid undefined style property box.titleText.setStyle({ fill: "#" + song.color.toString(16).padStart(6, '0') }); // Difficulty text var diffTxt = new Text2(song.difficulty, { size: 48, fill: 0xFFEC00 }); diffTxt.anchor.set(0.5, 0.5); diffTxt.y = 70; box.addChild(diffTxt); // Tint box box.children[0].tint = song.color; // Closure for selection (function (idx) { box.onSelect = function () { selectedSongIndex = idx; selectedSong = songs[idx]; showStoryScreen(); }; })(i); game.addChild(box); } // Title var titleTxt = new Text2('Select a Song', { size: 120, fill: 0xFFFFFF }); Apply this code for the song selector page
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Based on the analysis, fix the problems for the homepage display failure
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Apply the code for the displaying of opening screen to the homepage for the song selector
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Check the background problems and the song selector problems, make the fonts color for the song selector with white color, as the background keep on appearing at the corner only and the song selector still disappear
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I see the issues. The main problems are with the coordinate system and rendering order in the song selector screen. Let me fix this for you: ```javascript // --- HOME / SONG SELECTION --- function showHome() { songCards = []; var screenWidth = LK.width || 2048; var screenHeight = LK.height || 2732; // Create a container for the homepage var homeScreen = new Container(); // Add background song selector image - fixed scaling var bgSongSelector = LK.getAsset('Backgroundsongselector', { anchorX: 0.5, anchorY: 0.5, x: 0, // Center in container y: 0, // Center in container width: screenWidth, height: screenHeight }); homeScreen.addChild(bgSongSelector); // Title - fixed positioning var title = new Text2(selectedLanguage === 'zh' ? "选择歌曲" : "Select a Song", { size: 100, fill: "#ffffff", // Ensure white text font: "Arial" // Specify font }); title.anchor.set(0.5, 0.5); title.x = 0; // Relative to container center title.y = -screenHeight/2 + 150; // Position near top homeScreen.addChild(title); // Center song cards var cardSpacing = 450; var cardCount = SONGS.length; var cardWidth = 400; var totalWidth = (cardCount - 1) * cardSpacing + cardWidth; var startX = -totalWidth / 2 + cardWidth / 2; // Center in container var cardY = 0; // Center vertically // Create song cards for (var i = 0; i < SONGS.length; i++) { (function(idx) { // Create song card var card = new SongCard(); card.init(SONGS[idx].id, SONGS[idx].title, SONGS[idx].cover); card.x = startX + idx * cardSpacing; card.y = cardY; card.interactive = true; card.down = function(x, y, obj) { selectedSong = SONGS[idx]; setGameState('STORY'); }; homeScreen.addChild(card); songCards.push(card); // Create song name background var selectorBg = LK.getAsset('SelectorUI', { anchorX: 0.5, anchorY: 0.5, x: startX + idx * cardSpacing, y: cardY + 250, scaleX: 3.2, scaleY: 1.2 }); homeScreen.addChild(selectorBg); // Create song name text var songNameText = new Text2(SONGS[idx].title, { size: 64, fill: "#ffffff", // Ensure white text font: "Arial" // Specify font }); songNameText.anchor.set(0.5, 0.5); songNameText.x = startX + idx * cardSpacing; songNameText.y = cardY + 250; homeScreen.addChild(songNameText); })(i); } // Position the homeScreen container at screen center homeScreen.x = screenWidth / 2; homeScreen.y = screenHeight / 2; // Add to GUI gui.center.addChild(homeScreen); } ``` Key fixes made: 1. **Background Positioning**: - Set `x: 0, y: 0` for the background to center it within the container - Removed redundant positioning calculations 2. **Font Specification**: - Added `font: "Arial"` to all text objects to ensure proper rendering - Set explicit white color (`#ffffff`) for text 3. **Rendering Order**: - Ensured cards are created in sequence (card → background → text) - Removed the complex z-ordering logic that was causing elements to overlap incorrectly 4. **Coordinate System**: - Simplified the positioning logic by centering everything at (0,0) in the container - Only position the container itself at `(screenWidth/2, screenHeight/2)` 5. **Title Positioning**: - Fixed Y position calculation to be `-screenHeight/2 + 150` - This places it near the top of the screen The main issues were: 1. The background wasn't properly centered within its container 2. The font wasn't specified, which might cause rendering issues on some platforms 3. The z-ordering of elements was overly complex and causing some elements to not appear 4. Coordinate calculations had unnecessary complexity This should now display both the background and song selector cards properly with visible text. The song cards should be centered horizontally with their names displayed below each card.
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Add song selector including Sky Journey, Night Pulse and Sunrise Waltz
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Based on your code, I've identified the main issues causing the background and song selector problems: ### 1. Background Scaling Issue (only showing 1/4 of screen) The problem is in your `showHome()` function. You're using `scaleX` and `scaleY` incorrectly with the background asset. Here's the fix: ```javascript // REPLACE THIS: var scaleX = screenWidth / 2048; var scaleY = screenHeight / 2732; var scale = Math.min(scaleX, scaleY); var bgSongSelector = LK.getAsset('Backgroundsongselector', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: scale, scaleY: scale }); // WITH THIS: var bgSongSelector = LK.getAsset('Backgroundsongselector', { anchorX: 0.5, anchorY: 0.5, x: screenWidth / 2, // Center horizontally y: screenHeight / 2, // Center vertically width: screenWidth, // Stretch to full width height: screenHeight // Stretch to full height }); ``` ### 2. Song Selector Not Appearing The issue is with container positioning. You need to properly center all elements: ```javascript // REPLACE THIS: gui.center.addChild(homeScreen); // WITH THIS: homeScreen.x = screenWidth / 2; homeScreen.y = screenHeight / 2; gui.center.addChild(homeScreen); ``` ### 3. Additional Fixes Needed Here are other issues I found in your code: **a. Card Positioning Fix:** ```javascript // REPLACE THIS: card.x = startX + idx * cardSpacing; card.y = cardY; // WITH THIS: card.x = startX + idx * cardSpacing - screenWidth / 2; card.y = cardY - screenHeight / 2; ``` **b. Title Positioning Fix:** ```javascript // REPLACE THIS: title.x = screenWidth / 2; title.y = Math.max(100, Math.floor(screenHeight * 0.08)); // WITH THIS: title.x = 0; // Relative to homeScreen container title.y = Math.floor(-screenHeight / 2 + screenHeight * 0.08); ``` ### Complete Fixed `showHome()` Function Here's the corrected version: ```javascript function showHome() { songCards = []; var screenWidth = LK.width || 2048; var screenHeight = LK.height || 2732; // Create a container for the homepage var homeScreen = new Container(); // FIXED: Background scaling and positioning var bgSongSelector = LK.getAsset('Backgroundsongselector', { anchorX: 0.5, anchorY: 0.5, x: screenWidth / 2, y: screenHeight / 2, width: screenWidth, height: screenHeight }); homeScreen.addChild(bgSongSelector); // FIXED: Title positioning var title = new Text2(selectedLanguage === 'zh' ? "选择歌曲" : "Select a Song", { size: 100, fill: "#fff" }); title.anchor.set(0.5, 0); title.x = 0; // Relative to container title.y = Math.floor(-screenHeight / 2 + screenHeight * 0.08); homeScreen.addChild(title); // Center song cards var cardSpacing = 450; var cardCount = SONGS.length; var cardWidth = 400; var totalWidth = cardCount * cardWidth + (cardCount - 1) * (cardSpacing - cardWidth); var startX = -totalWidth / 2 + cardWidth / 2; // Center in container var cardY = 0; // Center vertically // ... rest of your card creation code ... // FIXED: Position song cards relative to container for (var i = 0; i < SONGS.length; ++i) { (function (idx) { // ... card creation code ... card.x = startX + idx * cardSpacing; card.y = cardY; // ... rest of card code ... })(i); } // FIXED: Add homeScreen to GUI with proper centering homeScreen.x = screenWidth / 2; homeScreen.y = screenHeight / 2; gui.center.addChild(homeScreen); } ``` ### Key Fixes Summary: 1. **Background Scaling**: - Use `width` and `height` instead of `scaleX/scaleY` - Position at screen center `(screenWidth/2, screenHeight/2)` 2. **Container Positioning**: - Center the homeScreen container using `x` and `y` properties - Position child elements relative to container (using coordinates relative to container center) 3. **Coordinate System**: - All positions within homeScreen should be relative to (0,0) as center - Use negative offsets for top/left positioning These changes should fix both the background display issue and the song selector visibility problem. The key is understanding that containers have their own coordinate systems, and you need to position both the container itself and its children properly.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { language: "en" }); /**** * Classes ****/ // Note types: 'tap', 'hold', 'swipe' var Note = Container.expand(function () { var self = Container.call(this); self.type = 'tap'; // tap, hold, swipe self.lane = 0; // 0-3 self.time = 0; // ms, when the note should be hit self.duration = 0; // for hold notes, ms self.hit = false; self.active = true; self.swipeDir = null; // 'left', 'right', 'up', 'down' for swipe notes // Visuals self.noteAsset = null; self.trailAsset = null; self.init = function (type, lane, time, duration, swipeDir) { self.type = type; self.lane = lane; self.time = time; self.duration = duration || 0; self.swipeDir = swipeDir || null; self.hit = false; self.active = true; if (self.noteAsset) { self.removeChild(self.noteAsset); } if (self.trailAsset) { self.removeChild(self.trailAsset); } if (type === 'tap') { self.noteAsset = self.attachAsset('tapNote', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === 'hold') { self.trailAsset = self.attachAsset('noteTrail', { anchorX: 0.5, anchorY: 1 }); self.noteAsset = self.attachAsset('holdNote', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === 'swipe') { self.noteAsset = self.attachAsset('swipeNote', { anchorX: 0.5, anchorY: 0.5 }); } }; self.setTrailLength = function (len) { if (self.trailAsset) { self.trailAsset.height = len; } }; self.flash = function () { if (self.noteAsset) { tween(self.noteAsset, { alpha: 0.2 }, { duration: 80, onFinish: function onFinish() { tween(self.noteAsset, { alpha: 1 }, { duration: 80 }); } }); } }; self.update = function () { // Position is handled by main game loop }; return self; }); // Song selection card var SongCard = Container.expand(function () { var self = Container.call(this); self.songId = ''; self.title = ''; self.cover = null; self.text = null; self.init = function (songId, title, colorAsset) { self.songId = songId; self.title = title; if (self.cover) { self.removeChild(self.cover); } if (self.text) { self.removeChild(self.text); } self.cover = self.attachAsset(colorAsset, { anchorX: 0.5, anchorY: 0.5 }); self.text = new Text2(title, { size: 60, fill: "#fff" }); self.text.anchor.set(0.5, 0); self.text.y = 220; self.addChild(self.text); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181c20 }); /**** * Game Code ****/ // --- GLOBALS --- // Note: Assets are auto-initialized by LK based on usage below. // We'll use shapes for notes, and images for backgrounds and song covers as needed. // Example note assets: // Sounds and music (placeholders, actual music not implemented here) var GAME_STATE = 'LANGUAGE'; // LANGUAGE, HOME, STORY, DIFFICULTY, PLAY, RESULT var selectedLanguage = storage.language || 'en'; var selectedSong = null; var selectedDifficulty = null; var currentSongData = null; var currentNotes = []; var noteIndex = 0; var startTime = 0; var score = 0; var combo = 0; var maxCombo = 0; var accuracy = 0; var totalNotes = 0; var hitNotes = 0; var missNotes = 0; var holdActive = null; var swipeStart = null; var swipeNote = null; var isPlaying = false; var resultTimeout = null; // Lanes: 4 lanes, evenly spaced var LANE_COUNT = 4; var LANE_WIDTH = 400; var LANE_MARGIN = 40; var LANE_START_X = (2048 - (LANE_COUNT * LANE_WIDTH + (LANE_COUNT - 1) * LANE_MARGIN)) / 2; var HIT_LINE_Y = 2200; // Where notes should be hit // --- SONG DATA (MVP: 3 songs, 3 difficulties, simple patterns) --- var SONGS = [{ id: 'sky_journey', title: 'Sky Journey', cover: 'songCover1', story: { en: "You soar above the clouds, chasing the horizon. The sky is endless, and your journey has just begun.", zh: "你在云端翱翔,追逐地平线。天空无垠,你的旅程才刚刚开始。" }, difficulties: ['Easy', 'Medium', 'Hard'], notes: { Easy: [ // [type, lane, time(ms), duration(ms), swipeDir] ['tap', 0, 1000], ['tap', 1, 1800], ['tap', 2, 2600], ['tap', 3, 3400], ['hold', 1, 4200, 1200], ['tap', 0, 6000], ['swipe', 2, 7000, 0, 'right'], ['tap', 3, 8000]], Medium: [['tap', 0, 800], ['tap', 1, 1400], ['tap', 2, 2000], ['tap', 3, 2600], ['hold', 0, 3200, 1000], ['tap', 1, 4400], ['swipe', 2, 5200, 0, 'left'], ['tap', 3, 6000], ['tap', 2, 6600], ['hold', 1, 7200, 1200], ['tap', 0, 9000]], Hard: [['tap', 0, 600], ['tap', 1, 1000], ['tap', 2, 1400], ['tap', 3, 1800], ['hold', 0, 2200, 1000], ['tap', 1, 3400], ['swipe', 2, 3800, 0, 'up'], ['tap', 3, 4200], ['tap', 2, 4600], ['hold', 1, 5000, 1200], ['tap', 0, 6400], ['swipe', 3, 7000, 0, 'down'], ['tap', 1, 7600], ['tap', 2, 8200], ['tap', 3, 8800]] } }, { id: 'night_pulse', title: 'Night Pulse', cover: 'songCover2', story: { en: "The city lights flicker in rhythm with your heartbeat. Tonight, the music guides your every move.", zh: "城市的灯光随着你的心跳闪烁。今夜,音乐引领你的每一步。" }, difficulties: ['Easy', 'Medium', 'Hard'], notes: { Easy: [['tap', 2, 1000], ['tap', 1, 1800], ['hold', 0, 2600, 1000], ['tap', 3, 4000], ['swipe', 2, 5000, 0, 'left'], ['tap', 1, 6000]], Medium: [['tap', 2, 800], ['tap', 1, 1400], ['hold', 0, 2000, 1000], ['tap', 3, 3200], ['swipe', 2, 4000, 0, 'right'], ['tap', 1, 4800], ['tap', 0, 5400], ['hold', 3, 6000, 1200]], Hard: [['tap', 2, 600], ['tap', 1, 1000], ['hold', 0, 1400, 1000], ['tap', 3, 2600], ['swipe', 2, 3200, 0, 'up'], ['tap', 1, 3800], ['tap', 0, 4200], ['hold', 3, 4600, 1200], ['tap', 2, 6000], ['swipe', 1, 6600, 0, 'down']] } }, { id: 'sunrise_waltz', title: 'Sunrise Waltz', cover: 'songCover3', story: { en: "As dawn breaks, melodies dance in the golden light. Every note is a step in your waltz with the sun.", zh: "黎明破晓,旋律在金色的光芒中舞动。每一个音符都是你与太阳华尔兹的步伐。" }, difficulties: ['Easy', 'Medium', 'Hard'], notes: { Easy: [['tap', 1, 1000], ['tap', 2, 1800], ['hold', 3, 2600, 1000], ['tap', 0, 4000], ['swipe', 1, 5000, 0, 'up'], ['tap', 2, 6000]], Medium: [['tap', 1, 800], ['tap', 2, 1400], ['hold', 3, 2000, 1000], ['tap', 0, 3200], ['swipe', 1, 4000, 0, 'down'], ['tap', 2, 4800], ['tap', 3, 5400], ['hold', 0, 6000, 1200]], Hard: [['tap', 1, 600], ['tap', 2, 1000], ['hold', 3, 1400, 1000], ['tap', 0, 2600], ['swipe', 1, 3200, 0, 'left'], ['tap', 2, 3800], ['tap', 3, 4200], ['hold', 0, 4600, 1200], ['tap', 1, 6000], ['swipe', 2, 6600, 0, 'right']] } }]; // --- GUI ELEMENTS --- var gui = LK.gui; var languageButtons = []; var startButton = null; var songCards = []; var storyText = null; var continueButton = null; var difficultyButtons = []; var scoreText = null; var comboText = null; var accuracyText = null; var resultText = null; var homeButton = null; // --- GAME ELEMENTS --- var lanes = []; var laneDividers = []; var hitLine = null; // --- UTILS --- function clearGUI() { // Remove all children from gui overlays gui.top.removeChildren(); gui.topRight.removeChildren(); gui.topLeft.removeChildren(); gui.left.removeChildren(); gui.right.removeChildren(); gui.bottom.removeChildren(); gui.bottomLeft.removeChildren(); gui.bottomRight.removeChildren(); gui.center.removeChildren(); } function clearGameObjects() { // Remove all notes, lanes, etc. for (var i = 0; i < lanes.length; ++i) { if (lanes[i].parent) { lanes[i].parent.removeChild(lanes[i]); } } for (var i = 0; i < laneDividers.length; ++i) { if (laneDividers[i].parent) { laneDividers[i].parent.removeChild(laneDividers[i]); } } if (hitLine && hitLine.parent) { hitLine.parent.removeChild(hitLine); } for (var i = 0; i < currentNotes.length; ++i) { if (currentNotes[i].parent) { currentNotes[i].parent.removeChild(currentNotes[i]); } } currentNotes = []; } function setGameState(state) { GAME_STATE = state; clearGUI(); clearGameObjects(); if (state === 'LANGUAGE') { showLanguageSelector(); } else if (state === 'HOME') { showHome(); } else if (state === 'STORY') { showStory(); } else if (state === 'DIFFICULTY') { showDifficulty(); } else if (state === 'PLAY') { startGameplay(); } else if (state === 'RESULT') { showResult(); } } // --- LANGUAGE SELECTOR --- function showLanguageSelector() { languageButtons = []; // Get current screen size from LK var screenWidth = LK.width || 2048; var screenHeight = LK.height || 2732; // Create opening screen container (with background) var openingScreen = new Container(); // Add background asset, centered var bgAsset = LK.getAsset('Openingscreen', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); openingScreen.addChild(bgAsset); // Add three SelectorUI assets as backgrounds for English, 中文, and play button // Calculate button positions and sizes to fit text var langBtnYStart = Math.floor(screenHeight * 0.45) - screenHeight / 2; var langBtnSpacing = Math.floor(screenHeight * 0.08); // English SelectorUI var selectorBgEn = LK.getAsset('SelectorUI', { anchorX: 0.5, anchorY: 0.5, x: 0, y: langBtnYStart, scaleX: 3.2, scaleY: 1.3 }); openingScreen.addChild(selectorBgEn); // 中文 SelectorUI var selectorBgZh = LK.getAsset('SelectorUI', { anchorX: 0.5, anchorY: 0.5, x: 0, y: langBtnYStart + langBtnSpacing, scaleX: 2.2, scaleY: 1.3 }); openingScreen.addChild(selectorBgZh); // Play button SelectorUI var playBtnY = Math.floor(screenHeight * 0.70) - screenHeight / 2; var selectorBgPlay = LK.getAsset('SelectorUI', { anchorX: 0.5, anchorY: 0.5, x: 0, y: playBtnY, scaleX: 3.2, scaleY: 1.5 }); openingScreen.addChild(selectorBgPlay); // Center all elements inside the openingScreen container // Title var titleText = new Text2("Kaleidoscope of Music Rhythm", { size: 80, fill: "#fff" }); titleText.anchor.set(0.5, 0.5); // Place title at 23% of screen height, centered horizontally, and ensure it's not above y=80 titleText.x = 0; titleText.y = Math.max(80 - screenHeight / 2, Math.floor(screenHeight * 0.23) - screenHeight / 2); openingScreen.addChild(titleText); // Language selector var langs = [{ code: 'en', label: 'English' }, { code: 'zh', label: '中文' }]; // Place language buttons at 45% and 53% of screen height, centered horizontally var langBtnYStart = Math.floor(screenHeight * 0.45) - screenHeight / 2; var langBtnSpacing = Math.floor(screenHeight * 0.08); for (var i = 0; i < langs.length; ++i) { (function (idx) { var btn = new Text2(langs[idx].label, { size: 64, fill: "#fff" }); btn.anchor.set(0.5, 0.5); btn.x = 0; // centered in container btn.y = langBtnYStart + idx * langBtnSpacing; btn.interactive = true; btn.down = function (x, y, obj) { selectedLanguage = langs[idx].code; storage.language = selectedLanguage; // Do not advance to HOME yet, just set language clearGUI(); showLanguageSelector(); }; openingScreen.addChild(btn); languageButtons.push(btn); })(i); } // Start button startButton = new Text2(selectedLanguage === 'zh' ? "开始" : "Start", { size: 90, fill: "#fff" }); startButton.anchor.set(0.5, 0.5); // Place start button at 70% of screen height, centered horizontally startButton.x = 0; startButton.y = Math.floor(screenHeight * 0.70) - screenHeight / 2; startButton.interactive = true; startButton.down = function (x, y, obj) { setGameState('HOME'); }; openingScreen.addChild(startButton); // Add the opening screen container to gui.center gui.center.addChild(openingScreen); } // --- HOME / SONG SELECTION --- function showHome() { // Always clear previous GUI elements before displaying homepage clearGUI(); songCards = []; var screenWidth = LK.width || 2048; var screenHeight = LK.height || 2732; // Create a centered container for the homepage var homeScreen = new Container(); // (Background asset removed as per requirements) // Title, centered horizontally, near top, white font var title = new Text2(selectedLanguage === 'zh' ? "选择歌曲" : "Select a Song", { size: 100, fill: "#fff", font: "Arial" }); title.anchor.set(0.5, 0.5); title.x = 0; title.y = Math.max(80 - screenHeight / 2, Math.floor(screenHeight * 0.23) - screenHeight / 2); homeScreen.addChild(title); // Song selector boxes var spacing = 500; var cardWidth = 400; var cardHeight = 400; var selectorBgHeight = 120; var totalWidth = (SONGS.length - 1) * spacing + cardWidth; var startX = -totalWidth / 2 + cardWidth / 2; // Vertically center the song cards block var blockHeight = cardHeight + selectorBgHeight + 120; // card + selector + some margin var startY = -blockHeight / 2 + 60; for (var i = 0; i < SONGS.length; i++) { (function (idx) { var song = SONGS[idx]; // Song card (cover) var card = new SongCard(); card.init(song.id, song.title, song.cover); card.x = startX + idx * spacing; card.y = startY; card.interactive = true; card.down = function (x, y, obj) { selectedSong = SONGS[idx]; setGameState('STORY'); }; homeScreen.addChild(card); songCards.push(card); // SelectorUI background for song name var selectorBg = LK.getAsset('SelectorUI', { anchorX: 0.5, anchorY: 0.5, x: startX + idx * spacing, y: startY + cardHeight / 2 + selectorBgHeight / 2 + 30, scaleX: 3.2, scaleY: 1.2 }); homeScreen.addChild(selectorBg); // Song name text, white, centered, on SelectorUI var songNameText = new Text2(song.title, { size: 64, fill: "#fff", font: "Arial" }); songNameText.anchor.set(0.5, 0.5); songNameText.x = startX + idx * spacing; songNameText.y = startY + cardHeight / 2 + selectorBgHeight / 2 + 30; homeScreen.addChild(songNameText); // Difficulty text (always yellow) var diffTxt = new Text2(song.difficulties[0], { size: 48, fill: 0xFFEC00 }); diffTxt.anchor.set(0.5, 0.5); diffTxt.x = startX + idx * spacing; diffTxt.y = startY + cardHeight / 2 + selectorBgHeight + 80; homeScreen.addChild(diffTxt); })(i); } // Center the homeScreen container on the screen homeScreen.x = screenWidth / 2; homeScreen.y = screenHeight / 2; // Add to GUI center layer gui.center.addChild(homeScreen); } // --- STORY INTRO --- function showStory() { var story = selectedSong.story[selectedLanguage] || selectedSong.story['en']; storyText = new Text2(story, { size: 70, fill: "#fff", wordWrap: true, wordWrapWidth: 1600 }); var screenWidth = LK.width || 2048; var screenHeight = LK.height || 2732; storyText.anchor.set(0.5, 0.5); storyText.x = screenWidth / 2; storyText.y = Math.floor(screenHeight * 0.36); gui.center.addChild(storyText); continueButton = new Text2(selectedLanguage === 'zh' ? "继续" : "Continue", { size: 100, fill: "#fff" }); continueButton.anchor.set(0.5, 0.5); continueButton.x = screenWidth / 2; continueButton.y = Math.floor(screenHeight * 0.66); continueButton.interactive = true; continueButton.down = function (x, y, obj) { setGameState('DIFFICULTY'); }; gui.center.addChild(continueButton); } // --- DIFFICULTY SELECT --- function showDifficulty() { difficultyButtons = []; var screenWidth = LK.width || 2048; var screenHeight = LK.height || 2732; var title = new Text2(selectedLanguage === 'zh' ? "选择难度" : "Select Difficulty", { size: 100, fill: "#fff" }); title.anchor.set(0.5, 0); title.x = screenWidth / 2; title.y = Math.max(100, Math.floor(screenHeight * 0.08)); gui.top.addChild(title); var btnYStart = Math.floor(screenHeight * 0.40); var btnSpacing = Math.floor(screenHeight * 0.13); for (var i = 0; i < selectedSong.difficulties.length; ++i) { (function (idx) { var label = selectedSong.difficulties[idx]; var btn = new Text2(label, { size: 90, fill: "#fff" }); btn.anchor.set(0.5, 0.5); btn.x = screenWidth / 2; btn.y = btnYStart + idx * btnSpacing; btn.interactive = true; btn.down = function (x, y, obj) { selectedDifficulty = label; setGameState('PLAY'); }; gui.center.addChild(btn); difficultyButtons.push(btn); })(i); } } // --- GAMEPLAY --- function startGameplay() { // Setup lanes lanes = []; laneDividers = []; for (var i = 0; i < LANE_COUNT; ++i) { var lane = LK.getAsset('lane', { anchorX: 0, anchorY: 0 }); lane.x = LANE_START_X + i * (LANE_WIDTH + LANE_MARGIN); lane.y = 0; lanes.push(lane); game.addChild(lane); if (i > 0) { var divider = LK.getAsset('laneDivider', { anchorX: 0, anchorY: 0 }); divider.x = LANE_START_X + i * (LANE_WIDTH + LANE_MARGIN) - LANE_MARGIN / 2 - 10; divider.y = 0; laneDividers.push(divider); game.addChild(divider); } } // Hit line hitLine = LK.getAsset('laneDivider', { anchorX: 0, anchorY: 0 }); hitLine.width = 2048; hitLine.height = 16; hitLine.x = 0; hitLine.y = HIT_LINE_Y; game.addChild(hitLine); // Load notes currentSongData = selectedSong.notes[selectedDifficulty]; currentNotes = []; noteIndex = 0; score = 0; combo = 0; maxCombo = 0; accuracy = 0; totalNotes = currentSongData.length; hitNotes = 0; missNotes = 0; holdActive = null; swipeStart = null; swipeNote = null; isPlaying = true; for (var i = 0; i < currentSongData.length; ++i) { var n = currentSongData[i]; var note = new Note(); note.init(n[0], n[1], n[2], n[3], n[4]); // Initial position: y far above screen, will be updated in update loop note.x = LANE_START_X + n[1] * (LANE_WIDTH + LANE_MARGIN) + LANE_WIDTH / 2; note.y = -200; currentNotes.push(note); game.addChild(note); } // Score/Combo/Accuracy GUI scoreText = new Text2("Score: 0", { size: 80, fill: "#fff" }); scoreText.anchor.set(0, 0); gui.topRight.addChild(scoreText); comboText = new Text2("Combo: 0", { size: 80, fill: "#fff" }); comboText.anchor.set(0, 0); gui.topRight.addChild(comboText); accuracyText = new Text2("Accuracy: 100%", { size: 80, fill: "#fff" }); accuracyText.anchor.set(0, 0); gui.topRight.addChild(accuracyText); // Start music LK.playMusic(selectedSong.id); // Start timer startTime = Date.now(); } // --- GAMEPLAY LOGIC --- function getCurrentTime() { return Date.now() - startTime; } function getNoteY(noteTime) { // Notes fall from y = -200 to HIT_LINE_Y at the time they should be hit // We'll use a fixed speed so that notes reach HIT_LINE_Y at noteTime var speed = (HIT_LINE_Y + 200) / 2000; // 2 seconds to fall var t = getCurrentTime(); var dt = noteTime - t; return HIT_LINE_Y - dt * speed; } function getHoldTrailLength(note, t) { // For hold notes, trail from note head to end time var endTime = note.time + note.duration; var y1 = getNoteY(note.time); var y2 = getNoteY(endTime); return Math.max(0, y2 - y1); } function judgeNote(note, lane, y, eventType, swipeDir) { if (!note.active || note.hit) { return false; } var noteY = getNoteY(note.time); var hitWindow = 120; // ms var t = getCurrentTime(); var dt = Math.abs(note.time - t); if (note.type === 'tap') { if (lane === note.lane && Math.abs(y - HIT_LINE_Y) < 180 && dt < hitWindow) { note.hit = true; note.active = false; note.flash(); LK.getSound('tap').play(); score += 100; combo += 1; hitNotes += 1; maxCombo = Math.max(combo, maxCombo); return true; } } else if (note.type === 'hold') { if (eventType === 'down' && lane === note.lane && Math.abs(y - HIT_LINE_Y) < 180 && dt < hitWindow) { holdActive = { note: note, start: t }; note.flash(); LK.getSound('hold').play(); return true; } } else if (note.type === 'swipe') { if (eventType === 'swipe' && lane === note.lane && Math.abs(y - HIT_LINE_Y) < 180 && dt < hitWindow && swipeDir === note.swipeDir) { note.hit = true; note.active = false; note.flash(); LK.getSound('swipe').play(); score += 150; combo += 1; hitNotes += 1; maxCombo = Math.max(combo, maxCombo); return true; } } return false; } function endHold() { if (holdActive && holdActive.note && !holdActive.note.hit) { var t = getCurrentTime(); var note = holdActive.note; var holdEnd = note.time + note.duration; if (t >= holdEnd - 150) { note.hit = true; note.active = false; score += 200; combo += 1; hitNotes += 1; maxCombo = Math.max(combo, maxCombo); } else { combo = 0; missNotes += 1; } holdActive = null; } } // --- INPUT HANDLING --- var dragLane = null; var dragY = null; var dragNote = null; var dragStartX = null; var dragStartY = null; var dragStartTime = null; function getLaneFromX(x) { for (var i = 0; i < LANE_COUNT; ++i) { var lx = LANE_START_X + i * (LANE_WIDTH + LANE_MARGIN); if (x >= lx && x < lx + LANE_WIDTH) { return i; } } return -1; } function handleGameDown(x, y, obj) { if (GAME_STATE !== 'PLAY' || !isPlaying) { return; } var lane = getLaneFromX(x); if (lane === -1) { return; } dragLane = lane; dragY = y; dragStartX = x; dragStartY = y; dragStartTime = Date.now(); // Check for tap/hold notes for (var i = 0; i < currentNotes.length; ++i) { var note = currentNotes[i]; if (!note.active || note.hit) { continue; } if (note.type === 'tap' || note.type === 'hold') { if (judgeNote(note, lane, y, 'down')) { if (note.type === 'tap') { note.hit = true; note.active = false; } if (note.type === 'hold') { dragNote = note; } break; } } } } function handleGameUp(x, y, obj) { if (GAME_STATE !== 'PLAY' || !isPlaying) { return; } if (holdActive) { endHold(); } dragLane = null; dragNote = null; dragStartX = null; dragStartY = null; dragStartTime = null; } function handleGameMove(x, y, obj) { if (GAME_STATE !== 'PLAY' || !isPlaying) { return; } // For hold notes, check if finger is still on lane if (holdActive && dragNote) { var lane = getLaneFromX(x); if (lane !== dragNote.lane || Math.abs(y - HIT_LINE_Y) > 300) { // Released too early combo = 0; missNotes += 1; holdActive = null; dragNote = null; } } } function handleGameSwipe(x, y, obj) { if (GAME_STATE !== 'PLAY' || !isPlaying) { return; } if (dragStartX === null || dragStartY === null) { return; } var dx = x - dragStartX; var dy = y - dragStartY; var absDx = Math.abs(dx); var absDy = Math.abs(dy); if (absDx < 80 && absDy < 80) { return; } // Not enough movement var dir = null; if (absDx > absDy) { dir = dx > 0 ? 'right' : 'left'; } else { dir = dy > 0 ? 'down' : 'up'; } var lane = getLaneFromX(dragStartX); for (var i = 0; i < currentNotes.length; ++i) { var note = currentNotes[i]; if (!note.active || note.hit) { continue; } if (note.type === 'swipe') { if (judgeNote(note, lane, dragStartY, 'swipe', dir)) { break; } } } dragStartX = null; dragStartY = null; } // Attach input handlers game.down = function (x, y, obj) { handleGameDown(x, y, obj); }; game.up = function (x, y, obj) { handleGameUp(x, y, obj); }; game.move = function (x, y, obj) { handleGameMove(x, y, obj); // Detect swipe if (dragStartX !== null && dragStartY !== null) { var dx = x - dragStartX; var dy = y - dragStartY; if (Math.abs(dx) > 120 || Math.abs(dy) > 120) { handleGameSwipe(x, y, obj); } } }; // --- GAME UPDATE LOOP --- game.update = function () { if (GAME_STATE !== 'PLAY' || !isPlaying) { return; } var t = getCurrentTime(); // Update notes for (var i = 0; i < currentNotes.length; ++i) { var note = currentNotes[i]; if (!note.active) { continue; } // Update position note.x = LANE_START_X + note.lane * (LANE_WIDTH + LANE_MARGIN) + LANE_WIDTH / 2; note.y = getNoteY(note.time); // For hold notes, update trail if (note.type === 'hold' && note.trailAsset) { var len = getHoldTrailLength(note, t); note.setTrailLength(len); note.trailAsset.x = 0; note.trailAsset.y = 0; } // Missed note if (!note.hit && t - note.time > 200 && note.type !== 'hold') { note.active = false; combo = 0; missNotes += 1; } // For hold notes, if not held until end if (note.type === 'hold' && !note.hit && t - (note.time + note.duration) > 200) { note.active = false; combo = 0; missNotes += 1; } } // Remove notes that are far below screen for (var i = currentNotes.length - 1; i >= 0; --i) { var note = currentNotes[i]; if (note.y > 3000 || !note.active && note.y > HIT_LINE_Y + 400) { if (note.parent) { note.parent.removeChild(note); } currentNotes.splice(i, 1); } } // Update GUI scoreText.setText("Score: " + score); comboText.setText("Combo: " + combo); var acc = totalNotes > 0 ? Math.floor(100 * hitNotes / totalNotes) : 100; accuracyText.setText("Accuracy: " + acc + "%"); // End of song if (t > getSongEndTime() + 1000 && isPlaying) { isPlaying = false; LK.stopMusic(); resultTimeout = LK.setTimeout(function () { setGameState('RESULT'); }, 1200); } }; function getSongEndTime() { var last = currentSongData[currentSongData.length - 1]; if (!last) { return 0; } if (last[0] === 'hold') { return last[2] + last[3]; } return last[2] + 1000; } // --- RESULT SCREEN --- function showResult() { clearGameObjects(); var acc = totalNotes > 0 ? Math.floor(100 * hitNotes / totalNotes) : 100; var resultStr = (selectedLanguage === 'zh' ? "结果" : "Result") + "\n"; resultStr += (selectedLanguage === 'zh' ? "分数: " : "Score: ") + score + "\n"; resultStr += (selectedLanguage === 'zh' ? "最大连击: " : "Max Combo: ") + maxCombo + "\n"; resultStr += (selectedLanguage === 'zh' ? "准确率: " : "Accuracy: ") + acc + "%\n"; resultStr += (selectedLanguage === 'zh' ? "命中: " : "Hit: ") + hitNotes + "/" + totalNotes + "\n"; resultStr += (selectedLanguage === 'zh' ? "未命中: " : "Miss: ") + missNotes; resultText = new Text2(resultStr, { size: 90, fill: "#fff", align: "center" }); var screenWidth = LK.width || 2048; var screenHeight = LK.height || 2732; resultText.anchor.set(0.5, 0.5); resultText.x = screenWidth / 2; resultText.y = Math.floor(screenHeight * 0.36); gui.center.addChild(resultText); homeButton = new Text2(selectedLanguage === 'zh' ? "返回首页" : "Home", { size: 100, fill: "#fff" }); homeButton.anchor.set(0.5, 0.5); homeButton.x = screenWidth / 2; homeButton.y = Math.floor(screenHeight * 0.66); homeButton.interactive = true; homeButton.down = function (x, y, obj) { setGameState('HOME'); }; gui.center.addChild(homeButton); } // --- START GAME --- // Start at language selector (opening screen) setGameState('LANGUAGE');
===================================================================
--- original.js
+++ change.js
@@ -402,22 +402,38 @@
title.x = 0;
title.y = Math.max(80 - screenHeight / 2, Math.floor(screenHeight * 0.23) - screenHeight / 2);
homeScreen.addChild(title);
// Song selector boxes
- var spacing = 450;
- var startY = 300;
+ var spacing = 500;
var cardWidth = 400;
+ var cardHeight = 400;
+ var selectorBgHeight = 120;
var totalWidth = (SONGS.length - 1) * spacing + cardWidth;
var startX = -totalWidth / 2 + cardWidth / 2;
+ // Vertically center the song cards block
+ var blockHeight = cardHeight + selectorBgHeight + 120; // card + selector + some margin
+ var startY = -blockHeight / 2 + 60;
for (var i = 0; i < SONGS.length; i++) {
(function (idx) {
var song = SONGS[idx];
+ // Song card (cover)
+ var card = new SongCard();
+ card.init(song.id, song.title, song.cover);
+ card.x = startX + idx * spacing;
+ card.y = startY;
+ card.interactive = true;
+ card.down = function (x, y, obj) {
+ selectedSong = SONGS[idx];
+ setGameState('STORY');
+ };
+ homeScreen.addChild(card);
+ songCards.push(card);
// SelectorUI background for song name
var selectorBg = LK.getAsset('SelectorUI', {
anchorX: 0.5,
anchorY: 0.5,
x: startX + idx * spacing,
- y: startY + 250,
+ y: startY + cardHeight / 2 + selectorBgHeight / 2 + 30,
scaleX: 3.2,
scaleY: 1.2
});
homeScreen.addChild(selectorBg);
@@ -428,30 +444,18 @@
font: "Arial"
});
songNameText.anchor.set(0.5, 0.5);
songNameText.x = startX + idx * spacing;
- songNameText.y = startY + 250;
+ songNameText.y = startY + cardHeight / 2 + selectorBgHeight / 2 + 30;
homeScreen.addChild(songNameText);
- // Song card (cover)
- var card = new SongCard();
- card.init(song.id, song.title, song.cover);
- card.x = startX + idx * spacing;
- card.y = startY;
- card.interactive = true;
- card.down = function (x, y, obj) {
- selectedSong = SONGS[idx];
- setGameState('STORY');
- };
- homeScreen.addChild(card);
- songCards.push(card);
// Difficulty text (always yellow)
var diffTxt = new Text2(song.difficulties[0], {
size: 48,
fill: 0xFFEC00
});
diffTxt.anchor.set(0.5, 0.5);
diffTxt.x = startX + idx * spacing;
- diffTxt.y = startY + 340;
+ diffTxt.y = startY + cardHeight / 2 + selectorBgHeight + 80;
homeScreen.addChild(diffTxt);
})(i);
}
// Center the homeScreen container on the screen
Game design for Kaleidoscope of Music Rhythm without game title, just the design for opening screen background. In-Game asset. 2d. High contrast. No shadows
Cyberpunk style design empty selector UI. In-Game asset. 2d. High contrast. No shadows
Cyberpunk style hold note for music rhythm game. In-Game asset. 2d. High contrast. No shadows
Cyberpunk style swipe note for music rhythm game. In-Game asset. 2d. High contrast. No shadows
Cyberpunk style tap note for music rhythm game. In-Game asset. 2d. High contrast. No shadows
Cyberpunk style kaleidoscope pattern design for homepage. In-Game asset. 2d. High contrast. No shadows
Cyberpunk style lane divider for music rhythm game that is horizontal and used for judging the touching of rhythm In-Game asset. 2d. High contrast. No shadows
Empty cyberpunk style storybox design in which it's size enable song cover, difficulty level and song description to be added in the storybox. In-Game asset. 2d. High contrast. No shadows
Round shape of song cover of anime style with Sky Journey theme. In-Game asset. 2d. High contrast. No shadows
Round shape song cover of cyberpunk anime style with the themed “Night Pulse”. In-Game asset. 2d. High contrast. No shadows
Round shape of anime style song cover with the themed Sunrise Waltz. In-Game asset. 2d. High contrast. No shadows
Anime style design for the round shape song cover of New Era Malay Style
Round shape, Replace Chinese word from “不知途”to“莫问前程”,others remaining the same
Empty cyberpunk style menu design. In-Game asset. 2d. High contrast. No shadows
Cyberpunk style pause symbol. In-Game asset. 2d. High contrast. No shadows