User prompt
the player should be able to "paint" the beats on the grid, s when holding the finger down it can add more beats on empty cells if sliding the finger on the empty cell, and likewise when sliding the finger on an occupied cell it should make it empty again
User prompt
and now, imagine each of the 8 beats, as being iamginary extended upwards. this imaginary grid allows patterns of coins to emerge from the top part of the screen, so they are perfectly aligned with the same 8 grid based player moving area. a coin pattern is composed of a 8 columns and 4 rows structure, where only around 25% of the grid is filled with coins, the other cells are empty. once every 8 beats are done, a new coin pattern is released from the top and starts traveling down and is destroyed when the coins hit the beat grid, or the first row compsoed of the jump assets
User prompt
please swap the position of the layers so the jump layer is the first on top and the left layer is the second in the middle
User prompt
please make the character jump higher when jumping
User prompt
each layer should show a different asset. keep the cellActive for the jump layer, but for the left layer create a cellLeft and for the right layer create a cellRight asset so that each layer displays it's own custom active tile. and also move the moving dot beat indicator at the bottom of the grid instead of at the top
User prompt
can you fit the beat grid and the character invisble grid area to the whole width of the screen? enlarge everything so they fit nicely withing the entire width of the screen and not be as small as they are now. you can also remove the text marking each row and the tutorial text as well
User prompt
ensure the jump function can also work when a left or right beat is also on the same layer, since right now only a standstill jump can be performed. the jump should blend with the other laer so if t's a right beat, it jumps towards right, or if left is jumps rowards left maintaining the momentum. if a layer has both left and right beats, their actions are canceled out thus the character would stop. if a jump is also present on that layer it would only peform a standstill jump as if neither right or left beats were applied
User prompt
the character should be able to teleport through walls, like if it hits the right edge, instead of stopping it, making it teleport from the first grid cell, so it continues moving, sort of like pacman going through portals
User prompt
set the win codnition to 1000 points
User prompt
please move everything lower so it's at the base of the screen. and also include a text on the left of each row to represent it's action like left, jump, right.
Code edit (1 edits merged)
Please save this source code
User prompt
BeatBox Sync: Rhythm Grid Adventure
Initial prompt
an experimental beat box machine that combines the beats the players places on the grid, directly correlating to an action of the main player on the board. the player creates the beat and the character reacts
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // BeatCell: A single cell in the sequencer grid var BeatCell = Container.expand(function () { var self = Container.call(this); // State: is this cell active? self.active = false; // Store which row this cell is in (set externally after creation) self.row = 0; // Attach inactive asset by default self.gfx = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); // For toggling self.toggle = function () { self.active = !self.active; self.gfx.destroy(); if (self.active) { // Use different asset for each row if (self.row === 0) { self.gfx = self.attachAsset('cellLeft', { anchorX: 0.5, anchorY: 0.5 }); } else if (self.row === 1) { self.gfx = self.attachAsset('cellActive', { anchorX: 0.5, anchorY: 0.5 }); } else if (self.row === 2) { self.gfx = self.attachAsset('cellRight', { anchorX: 0.5, anchorY: 0.5 }); } } else { self.gfx = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); } }; // Set state directly self.setActive = function (val) { if (self.active !== val) self.toggle(); }; // Touch/click event self.down = function (x, y, obj) { self.toggle(); }; return self; }); // Hero: The main character that reacts to the beat var Hero = Container.expand(function () { var self = Container.call(this); self.gfx = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); // Jump indicator (hidden by default) self.jumpInd = self.attachAsset('jump', { anchorX: 0.5, anchorY: 1 }); self.jumpInd.y = self.gfx.height / 2 + 10; self.jumpInd.alpha = 0; // State self.isJumping = false; // Move to (x, y) with tween self.moveTo = function (nx, ny, duration) { tween(self, { x: nx, y: ny }, { duration: duration || 180, easing: tween.cubicOut }); }; // Jump animation self.jump = function () { if (self.isJumping) return; self.isJumping = true; // Show jump indicator self.jumpInd.alpha = 1; // Animate up and down var origY = self.y; tween(self, { y: origY - 180 }, { duration: 120, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { y: origY }, { duration: 180, easing: tween.bounceIn, onFinish: function onFinish() { self.isJumping = false; self.jumpInd.alpha = 0; } }); } }); LK.getSound('jumpSnd').play(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181830 }); /**** * Game Code ****/ // Music loop (background, optional) // Sound for move // Sound for jump // Sound for beat // Jump indicator // Character // Beat grid cell (active) // Beat grid cell (inactive) // --- Sequencer Grid Setup --- // --- Sequencer Grid Setup --- // Fit grid to full width (leaving 40px margin on each side) var GRID_COLS = 8; // Steps per bar var GRID_ROWS = 3; // Actions: 0=move left, 1=jump, 2=move right var GRID_MARGIN_X = 40; var CELL_SIZE = Math.floor((2048 - 2 * GRID_MARGIN_X) / GRID_COLS); var GRID_HEIGHT = GRID_ROWS * CELL_SIZE; var GRID_TOP = 2732 - GRID_HEIGHT - 80; // 80px margin from bottom var GRID_LEFT = GRID_MARGIN_X; // Store grid cells var grid = []; for (var r = 0; r < GRID_ROWS; r++) { grid[r] = []; for (var c = 0; c < GRID_COLS; c++) { var cell = new BeatCell(); cell.row = r; cell.x = GRID_LEFT + c * CELL_SIZE + CELL_SIZE / 2; cell.y = GRID_TOP + r * CELL_SIZE + CELL_SIZE / 2; game.addChild(cell); grid[r][c] = cell; } } // --- Hero Setup --- var hero = new Hero(); var HERO_START_X = GRID_LEFT + Math.floor(GRID_COLS / 2) * CELL_SIZE + CELL_SIZE / 2; var HERO_START_Y = GRID_TOP - 220; hero.x = HERO_START_X; hero.y = HERO_START_Y; game.addChild(hero); // --- Sequencer State --- var currentStep = 0; var stepInterval = 400; // ms per step (150bpm) var lastStepTime = Date.now(); var playing = true; // --- Score & UI --- var score = 0; var scoreTxt = new Text2('0', { size: 100, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Step indicator (shows which column is active) var stepIndicators = []; for (var c = 0; c < GRID_COLS; c++) { var ind = LK.getAsset('cellActive', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3, alpha: 0.0 }); ind.x = GRID_LEFT + c * CELL_SIZE + CELL_SIZE / 2; ind.y = GRID_TOP + GRID_ROWS * CELL_SIZE + 40; // Just below the grid game.addChild(ind); stepIndicators.push(ind); } // --- Game Board Boundaries --- var HERO_MIN_X = GRID_LEFT + CELL_SIZE / 2; var HERO_MAX_X = GRID_LEFT + (GRID_COLS - 1) * CELL_SIZE + CELL_SIZE / 2; // --- Touch: Drag to move hero horizontally (optional, for fun) --- var dragHero = false; game.down = function (x, y, obj) { // If touch is near hero, allow drag var dx = x - hero.x, dy = y - hero.y; if (dx * dx + dy * dy < 200 * 200) { dragHero = true; } }; game.up = function (x, y, obj) { dragHero = false; }; game.move = function (x, y, obj) { if (dragHero) { // Clamp to board var nx = Math.max(HERO_MIN_X, Math.min(HERO_MAX_X, x)); hero.x = nx; } }; // --- Main Sequencer Logic --- function doStepActions(stepIdx) { // For each row, if cell is active, trigger action var didAction = false; // Determine which actions are active for this step var leftActive = grid[0][stepIdx].active; var jumpActive = grid[1][stepIdx].active; var rightActive = grid[2][stepIdx].active; // If both left and right are active, they cancel out (no horizontal movement) var horizontalMove = 0; if (leftActive && !rightActive) { horizontalMove = -1; } if (rightActive && !leftActive) { horizontalMove = 1; } // If both left and right are active, horizontalMove remains 0 // If jump is active if (jumpActive) { // If both left and right are active, only perform standstill jump if (horizontalMove === 0) { hero.jump(); didAction = true; } else { // Blend jump with movement: jump and move in the direction // Move first, then jump (for visual effect) var nx = hero.x + horizontalMove * CELL_SIZE; // Teleport if out of bounds if (nx < HERO_MIN_X) nx = HERO_MAX_X; if (nx > HERO_MAX_X) nx = HERO_MIN_X; if (nx !== hero.x) { hero.moveTo(nx, hero.y, 180); LK.getSound('moveSnd').play(); } hero.jump(); didAction = true; } } else { // No jump, just move if left or right (but not both) if (horizontalMove !== 0) { var nx = hero.x + horizontalMove * CELL_SIZE; // Teleport if out of bounds if (nx < HERO_MIN_X) nx = HERO_MAX_X; if (nx > HERO_MAX_X) nx = HERO_MIN_X; if (nx !== hero.x) { hero.moveTo(nx, hero.y, 180); LK.getSound('moveSnd').play(); didAction = true; } } } // Play beat sound if any action if (didAction) { LK.getSound('beat').play(); score += 1; scoreTxt.setText(score); // Win condition: 1000 actions if (score >= 1000) { LK.showYouWin(); } } } // --- Game Update Loop --- game.update = function () { // Step sequencer timing var now = Date.now(); if (playing && now - lastStepTime >= stepInterval) { // Hide previous step indicator stepIndicators[currentStep].alpha = 0.0; // Advance step currentStep = (currentStep + 1) % GRID_COLS; // Show current step indicator stepIndicators[currentStep].alpha = 1.0; // Animate indicator tween(stepIndicators[currentStep], { alpha: 0.0 }, { duration: stepInterval - 40, easing: tween.linear }); // Trigger actions doStepActions(currentStep); lastStepTime = now; } }; // --- Music (optional) --- LK.playMusic('bgmusic', { fade: { start: 0, end: 0.3, duration: 1200 } }); // (Instructions/tutorial text removed) // --- Game Over: Reset state automatically handled by LK --- // --- Prevent UI in top-left 100x100 px --- /* No elements placed in this area */
===================================================================
--- original.js
+++ change.js
@@ -10,8 +10,10 @@
var BeatCell = Container.expand(function () {
var self = Container.call(this);
// State: is this cell active?
self.active = false;
+ // Store which row this cell is in (set externally after creation)
+ self.row = 0;
// Attach inactive asset by default
self.gfx = self.attachAsset('cell', {
anchorX: 0.5,
anchorY: 0.5
@@ -20,12 +22,25 @@
self.toggle = function () {
self.active = !self.active;
self.gfx.destroy();
if (self.active) {
- self.gfx = self.attachAsset('cellActive', {
- anchorX: 0.5,
- anchorY: 0.5
- });
+ // Use different asset for each row
+ if (self.row === 0) {
+ self.gfx = self.attachAsset('cellLeft', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else if (self.row === 1) {
+ self.gfx = self.attachAsset('cellActive', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else if (self.row === 2) {
+ self.gfx = self.attachAsset('cellRight', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
} else {
self.gfx = self.attachAsset('cell', {
anchorX: 0.5,
anchorY: 0.5
@@ -132,8 +147,9 @@
for (var r = 0; r < GRID_ROWS; r++) {
grid[r] = [];
for (var c = 0; c < GRID_COLS; c++) {
var cell = new BeatCell();
+ cell.row = r;
cell.x = GRID_LEFT + c * CELL_SIZE + CELL_SIZE / 2;
cell.y = GRID_TOP + r * CELL_SIZE + CELL_SIZE / 2;
game.addChild(cell);
grid[r][c] = cell;
@@ -169,9 +185,9 @@
scaleY: 0.3,
alpha: 0.0
});
ind.x = GRID_LEFT + c * CELL_SIZE + CELL_SIZE / 2;
- ind.y = GRID_TOP - 40; // Just above the grid
+ ind.y = GRID_TOP + GRID_ROWS * CELL_SIZE + 40; // Just below the grid
game.addChild(ind);
stepIndicators.push(ind);
}
// --- Game Board Boundaries ---
cute 2D illustration of a delicious musical note as a collectible item in a casual mobile game. In-Game asset. 2d. High contrast. No shadows
an angry isometric red square bullfrog character for a casual mobile game, facing the camera directly. In-Game asset. 2d. High contrast. No shadows
a delicious looking isometric symphony shaped golden key drawn as a 2D illustration for a cute mobile game. In-Game asset. 2d. High contrast. No shadows
a delicious looking isometric heart icon drawn as a 2D illustration for a cute mobile game. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows
4-panel comic strip, no text, cute cartoon style, bright colors, black outlines. Characters: Penguin Hero (small, determined) + Penguin Princess (elegant, crown) + Village Penguins Central Theme: Music connects hearts, piano mastery wins love. Hero sees Princess's beautiful piano playing, falls in love Panel 1: Hero living normal life in penguin village Panel 2: Hears beautiful piano music from Princess's ice palace Panel 3: Sees Princess playing gracefully, hearts float around Hero Panel 4: Hero determined but nervous, looking at his flippers. In-Game asset. 2d. High contrast. No shadows
4-panel comic strip, no text, cute cartoon style, bright colors, black outlines. Characters: Penguin Hero (small, determined) + Penguin Princess (elegant, crown) + Village Penguins Central Theme: Music connects hearts, piano mastery wins love. Hero doubts himself, thinks he's not good enough Panel 1: Hero tries to approach Princess's palace but stops Panel 2: Sees other talented penguins playing instruments near Princess Panel 3: Hero looks at his flippers sadly, musical notes are wobbly/off-key Panel 4: Hero walks away discouraged, head down. In-Game asset. 2d. High contrast. No shadows
4-panel comic strip, no text, cute cartoon style, bright colors, black outlines. Characters: Penguin Hero (small, determined) + Penguin Princess (elegant, crown) + Village Penguins Central Theme: Music connects hearts, piano mastery wins love. Story: Old wise penguin teaches Hero about music and courage Panel 1: Hero meets old penguin with small piano on ice floe Panel 2: Old penguin demonstrates simple piano scales, notes are warm/golden Panel 3: Hero tries playing, makes mistakes but old penguin encourages Panel 4: Hero practices with determination, musical notes getting brighter. In-Game asset. 2d. High contrast. No shadows
4-panel comic strip, no text, cute cartoon style, bright colors, black outlines. Characters: Penguin Hero (small, determined) + Penguin Princess (elegant, crown) + Village Penguins Central Theme: Music connects hearts, piano mastery wins love. Story: Hero commits to learning piano seriously Panel 1: Hero finds small piano and sets up practice space Panel 2: Hero practicing at sunrise, warm golden morning light Panel 3: Musical notes gradually improve from wobbly to steady Panel 4: Hero still practicing under moonlight, showing dedication through full day In-Game asset. 2d. High contrast. No shadows
4-panel comic strip, no text, cute cartoon style, bright colors, black outlines. Characters: Penguin Hero (small, determined) + Village Penguins Central Theme: Music connects hearts, piano mastery wins love. Story: Hero faces challenges and obstacles in his musical journey Panel 1: Hero struggles with difficult piano piece, frustrated Panel 2: Other penguins mock his practicing, musical notes look harsh/jagged Panel 3: Hero's flippers are sore, he looks exhausted Panel 4: But Hero persists, practicing by moonlight, determined expression In-Game asset. 2d. High contrast. No shadows
4-panel comic strip, no text, cute cartoon style, bright colors, black outlines. Characters: Penguin Hero (small, determined) + Penguin Princess (elegant, crown) + Village Penguins Central Theme: Music connects hearts, piano mastery wins love. Story: Hero's biggest challenge - public performance disaster Panel 1: Hero attempts to play for Princess at village gathering Panel 2: Makes terrible mistakes, wrong red notes everywhere, crowd looks shocked Panel 3: Princess looks disappointed, Hero devastated and embarrassed Panel 4: Hero runs away, hiding behind ice block, feeling defeated In-Game asset. 2d. High contrast. No shadows
4-panel comic strip, no text, cute cartoon style, bright colors, black outlines. Characters: Penguin Hero (small, determined) + Penguin Princess (elegant, crown) + Village Penguins Central Theme: Music connects hearts, piano mastery wins love. Story: Hero finds his true musical voice and inner strength Panel 1: Hero alone with piano, plays from his heart instead of trying to impress Panel 2: Beautiful, unique music flows from him, notes shimmer with emotion Panel 3: Princess secretly listens from distance, moved by his genuine music Panel 4: Hero realizes music should come from the heart, not ego. In-Game asset. 2d. High contrast. No shadows
4-panel comic strip, no text, cute cartoon style, bright colors, black outlines. Characters: Penguin Hero (small, determined) + Penguin Princess (elegant, crown) + Village Penguins Central Theme: Music connects hearts, piano mastery wins love. Story: Hero's grand performance wins Princess's heart and village's admiration Panel 1: Hero plays grand piano on large ice stage, whole village watching Panel 2: Beautiful music fills the air, all penguins are enchanted, notes sparkle Panel 3: Princess approaches Hero, heart symbols floating between them Panel 4: Hero and Princess together at piano, playing duet, village celebrates with hearts/music notes everywhere. In-Game asset. 2d. High contrast. No shadows
A simple top-down 2D illustration of a calm arctic lake. The scene shows the edge of the water, with a soft, snowy shoreline framing the top and one side of the image. The lake itself is a calm, light blue, with subtle light reflections on the surface to suggest water. The art style is soft and clean, like a children's book illustration.. In-Game asset. 2d. High contrast. No shadows
cold water splash 2d illustration. top-view perspective. In-Game asset. 2d. High contrast. No shadows