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Add Select a Song as the homepage title and position at the centre top of the homepage
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Delete Backgroundsongselector
Code edit (1 edits merged)
Please save this source code
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Always match anchor and position: for a centered anchor, position at the center of the screen. Adjust the original size and aspect ratio of my assets, check and fix the layering and container position
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Set the anchor to (0.5, 0.5). Set the position to the center of the screen: `x = screenWidth / 2`, `y = screenHeight / 2`. Set the width and height to match the screen size.
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Incorrect postion for Backgroundsongselector asset, I'm only see it at the right corner, make it fit to the size of the screen 2048*2372
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Homepage errors fix it, rewrite codes for all the homepage elements by adding backgroundsongselector asset, selector UI asset for Sky Journey, Night Pulse and Sunrise Waltz
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Check clearing or overwriting elements issues, and check which elements are not added to the stage and check the asset initialization problems, also check the global state issues
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Check the layering and visibility issues for homepage elements, and check incorrect positioning for homepage
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Add Select a Song as the title of homepage, Sky Journey, Night Pulse and Sunrise Waltz as song selection within Selector UI
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I cannot see anything in the homepage, become worsen from time to time
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Please fix the bug: 'Uncaught Error: The supplied DisplayObject must be a child of the caller' in or related to this line: 'homeScreen.setChildIndex(selectorBg, homeScreen.children.indexOf(card));' Line Number: 445
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Correct his error, tired with too much homepage elements errors
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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
/**** * 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.cover = null; self.init = function (songId, colorAsset) { self.songId = songId; if (self.cover) { self.removeChild(self.cover); } if (colorAsset) { self.cover = self.attachAsset(colorAsset, { anchorX: 0.5, anchorY: 0.5 }); } }; 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, but only if they exist if (gui.top && gui.top.removeChildren) { gui.top.removeChildren(); } if (gui.topRight && gui.topRight.removeChildren) { gui.topRight.removeChildren(); } if (gui.topLeft && gui.topLeft.removeChildren) { gui.topLeft.removeChildren(); } if (gui.left && gui.left.removeChildren) { gui.left.removeChildren(); } if (gui.right && gui.right.removeChildren) { gui.right.removeChildren(); } if (gui.bottom && gui.bottom.removeChildren) { gui.bottom.removeChildren(); } if (gui.bottomLeft && gui.bottomLeft.removeChildren) { gui.bottomLeft.removeChildren(); } if (gui.bottomRight && gui.bottomRight.removeChildren) { gui.bottomRight.removeChildren(); } if (gui.center && gui.center.removeChildren) { gui.center.removeChildren(); } // Reset GUI-related global state languageButtons = []; startButton = null; songCards = []; storyText = null; continueButton = null; difficultyButtons = []; scoreText = null; comboText = null; accuracyText = null; resultText = null; homeButton = null; } function clearGameObjects() { // Remove all notes, lanes, etc. for (var i = 0; i < lanes.length; ++i) { if (lanes[i] && lanes[i].parent) { lanes[i].parent.removeChild(lanes[i]); } } for (var i = 0; i < laneDividers.length; ++i) { if (laneDividers[i] && 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] && currentNotes[i].parent) { currentNotes[i].parent.removeChild(currentNotes[i]); } } lanes = []; laneDividers = []; hitLine = null; currentNotes = []; noteIndex = 0; holdActive = null; swipeStart = null; swipeNote = null; isPlaying = false; } function setGameState(state) { GAME_STATE = state; clearGUI(); clearGameObjects(); // Reset global state for each screen dragLane = null; dragY = null; dragNote = null; dragStartX = null; dragStartY = null; dragStartTime = null; if (state === 'LANGUAGE') { showLanguageSelector(); } else if (state === 'HOME') { selectedSong = null; selectedDifficulty = null; 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() { clearGUI(); songCards = []; var screenWidth = LK.width || 2048; var screenHeight = LK.height || 2732; // Create a centered container for the homepage var homeScreen = new Container(); // No background for song selector (Backgroundsongselector removed) // Title: "Select a Song", centered horizontally at the top of the homepage var title = new Text2("Select a Song", { size: 100, fill: "#fff", font: "Arial" }); title.anchor.set(0.5, 0); // Place title at the very top center, but not above y=0 (relative to homeScreen center) title.x = 0; title.y = -homeScreen.height / 2 + 40; // 40px from the top edge of the homeScreen container homeScreen.addChild(title); // Card layout calculations var cardSpacing = 500; var cardCount = 3; // Only show 3 songs: Sky Journey, Night Pulse, Sunrise Waltz var cardWidth = 400; var totalWidth = (cardCount - 1) * cardSpacing + cardWidth; var startX = -totalWidth / 2 + cardWidth / 2; var cardY = 200; // Create song cards and SelectorUI backgrounds for the three songs for (var i = 0; i < 3; i++) { (function (index) { var song = SONGS[index]; // SelectorUI background (place behind card, y aligned with card) var selectorBg = LK.getAsset('SelectorUI', { anchorX: 0.5, anchorY: 0.5, x: startX + index * cardSpacing, y: cardY, scaleX: 3.2, scaleY: 1.2 }); // Defensive: check asset exists if (!selectorBg) { console.error("SelectorUI asset failed to initialize for song card index", index); } homeScreen.addChild(selectorBg); var card = new SongCard(); if (!song.cover) { console.error("Song cover asset missing for song", song.id); } 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); // Song name text var songNameText = new Text2(song.title, { size: 64, fill: "#fff", font: "Arial" }); songNameText.anchor.set(0.5, 0.5); songNameText.x = startX + index * cardSpacing; songNameText.y = cardY + 300; homeScreen.addChild(songNameText); songCards.push(card); })(i); } // Center the homeScreen container on the screen homeScreen.x = screenWidth / 2; homeScreen.y = screenHeight / 2; // All children (including background) are now centered relative to homeScreen // Add to GUI center layer if (gui.center && gui.center.addChild) { 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 * 0.40); 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 * 0.70); 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
@@ -426,18 +426,18 @@
var screenHeight = LK.height || 2732;
// Create a centered container for the homepage
var homeScreen = new Container();
// No background for song selector (Backgroundsongselector removed)
- // Title, centered horizontally, upper center, white font
+ // Title: "Select a Song", centered horizontally at the top of the homepage
var title = new Text2("Select a Song", {
size: 100,
fill: "#fff",
font: "Arial"
});
- title.anchor.set(0.5, 0.5);
- // Place title at 13% of screen height, centered horizontally, and ensure it's not above y=80
+ title.anchor.set(0.5, 0);
+ // Place title at the very top center, but not above y=0 (relative to homeScreen center)
title.x = 0;
- title.y = Math.max(80 - screenHeight / 2, Math.floor(screenHeight * 0.13) - screenHeight / 2);
+ title.y = -homeScreen.height / 2 + 40; // 40px from the top edge of the homeScreen container
homeScreen.addChild(title);
// Card layout calculations
var cardSpacing = 500;
var cardCount = 3; // Only show 3 songs: Sky Journey, Night Pulse, Sunrise Waltz
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