User prompt
Hey Ava, The new directive is to create a static set of blocked cells at the start of each round to make the zigzag chain impossible. The pattern of blocked cells should be different each round. This is a much more elegant and fair way to handle the anti-cheat. The exploit relies on the player being able to place an active beat in every single column of the beat grid. If we can guarantee that at least one column is completely unusable, the 8-step chain is deterministically broken. The most efficient and minimal way to do this is to implement a "Dead Column" system. At the start of each round, we will randomly select one column and disable all beat cells within it for the entire round. Why This Is the Ideal Solution Guaranteed Success: It will always break the exploit chain. Minimal Impact: It removes the absolute minimum number of cells (BEAT_ROWS worth, which is 4) required to guarantee the chain is broken. Removing any fewer would leave a path open for a potential exploit. Round-Based Variety: It directly fulfills the requirement for the blockers to be different each round. Clear Gameplay: Players will quickly understand that one column is "off-limits" for that round, making it a fair and understandable game mechanic.
User prompt
but now the enemy trigger as soon as the character touches it, it should let it enter first and trigger the game over after it passes
User prompt
the enemy only triggers the game over if the character fully stops on it's cell, it should also trigger game over if it just passed it
User prompt
the system works great on the first round but on the second it doesn't properly reset. esnure the previously disable keys are re-enable and then pick 2 random other beats that weren't part of the two previously disabled one, to deactivate this turn
User prompt
excellent!!!! and now let's create a new class to handle the anti cheat system, where each round, we disable by simply hidding 2 random cells from each layer, so 2 random up beats will be removed, 2 random left will be removed, 2 right and 2 down as well. at the end of the round when a new one beging and you reset the coins, you also reset this system, and enable the previously blocked cells, and siable 2 new ones from each layer
User prompt
the character touching the enemy no longer triggers the game over state afetr adding the previous delay. please fix this so touching the enemy grid goes to GAME OVER state
User prompt
the character touching the enemy no longer triggers the game over state afetr adding the previous delay
User prompt
the enemy should have a special rule where it first waits for the character to enter it's cell before triggering the game over, right now, the asset doesn't get a chance to travel inside that score, thus giving the impression of an early sudden game over
User prompt
EXCELLENT!!!! and the final cherry on the cake to make this into a fully fledged game. let's create a new asset anmed Enemy. Starting with level 2, you place a new enemy on a random tile, instead of a coin. so you'd replace a coin with an enemy. with each passed level, a new enemy is added, so at level 1 there's no enemies, at level 2 there's 1 enemy, at level 3 there's 2 enemies and so on. enemies must be randomly placed BUT they can't be closer then 2 tiles from the current character position, so first calculate the character position to remove that area around it as a potential spawn place, then pick a random coin(s) to replace with these static enemies that go to game over if the character touches them
User prompt
now let's please add a Round system, so the game starts at round 1, and when all the starting coins have been collected, you advance to round two by reseting the grid again to contain coins in all it's cells excpect in the cell where the character is currently located. we do nto need to display the round in the UI
User prompt
the doubling every combo exponential factor is too high, let's change the formula to be fibonaci based, and simply add the previous two numbers in the sequence together, so it starts from 1, then 2, 3,5,8,13 etc
User prompt
and now let's improve the scoring system. for each collected coin in a combo, it's score is doubled. so as long as the player maintains colelcting coins one after the other without breaking the flow, each subsequenct coin score is doubled. if the chain breaks, the scoring is reset to 1 point per coin
User prompt
excellent! but actually turn the alpha to 10% instead of 20%
User prompt
instead of showing an empty cell, replace the cell asset with the current beat tile on it, but shown at 20% alpha. this should not affect the highlight mechanism. only the default empty cells which holds the cellActive, cellLeft etc tiles. instead of showing the simple cell asset, replace that and show the actual tile that will be placed on it, but the default is 20% transparency, so we not use the same asset at different transparency to show it's state.
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'destroy')' in or related to this line: 'this.columnHighlights[i].destroy();' Line Number: 388
User prompt
instead of showing an empty cell, replace the cell asset with the current beat tile on it, but shown at 20% alpha
User prompt
now both the sound and the charcter react one beat before the sequencer actually touches the beat. your previous fix didn't solve it all the way through
User prompt
now both the sound and the charcter react two beats before the sequencer actually touches the beat. whatever you did, you did it the other way than the correct way
User prompt
both the sound and the charcter react 1 beat before the sequencer actually touches the beat
User prompt
the sequencer still plays one beat before actually hitting the beat, play it one beat ahead
User prompt
stop playing the beat sounds 2 beats ahead and match it to when the sequencer hits the beat
User prompt
the sound of the beat plays one cell before the sequencer actually reaches the beat, make it play one beat ahead to stabilize it
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the sound of the beat plays one cell before the sequencer actually reaches the beat
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please remove the top row from the grid
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always start the character from a random position in the available moving grid
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ /** * BeatCell * Responsibility: To model the state of a single cell on the beat grid. It no longer * handles its own graphics updates directly, this is delegated to the GridService. */ var BeatCell = Container.expand(function (row) { var self = Container.call(this); self.active = false; self.row = row; // Know its row for external logic to interpret self.gfx = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); self.toggle = function () { self.active = !self.active; }; self.setActive = function (val) { if (self.active !== val) { self.toggle(); } }; // The `down` event is removed and is now handled by the central InputService. return self; }); /** * Coin * Responsibility: Collectible coin that can be picked up by the hero */ var Coin = Container.expand(function () { var self = Container.call(this); self.gfx = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.collected = false; self.collect = function () { if (!self.collected) { self.collected = true; tween(self, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 300, easing: tween.cubicOut, onComplete: function onComplete() { self.destroy(); } }); } }; return self; }); /** * Hero * Responsibility: To model the player character. It manages its own state and animations, * but no longer triggers its own sound effects. */ var Hero = Container.expand(function () { var self = Container.call(this); self.gfx = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.currentCol = 0; self.gridRow = GameConstants.CHAR_ROW; self.moveTo = function (nx, ny, duration) { tween(self, { x: nx, y: ny }, { duration: duration || 180, easing: tween.cubicOut }); }; return self; }); /**** * Initialize Game ****/ /************************* * SERVICES *************************/ /** * AudioService * Responsibility: To handle all requests to play sounds and music. */ /************************* * INITIALIZE & RUN GAME *************************/ // 1. Create Game Instance var game = new LK.Game({ backgroundColor: 0x181830 }); /**** * Game Code ****/ /** * GameConstants * Responsibility: To hold all static configuration and magic numbers in one place * for easy tuning and maintenance. */ /************************* * GAME CONFIGURATION *************************/ // Plugins (Unchanged) // Assets (Unchanged) /************************* * ASSETS & PLUGINS *************************/ // 2. Instantiate All Services /************************* * CORE GAME OBJECTS *************************/ /** * GameGrid * Responsibility: Centralizes the entire grid (playable + beat area) into a single class. * Provides accessors for both the playable area and the beat grid, and manages their state. */ function GameGrid(game) { this.game = game; this.rows = GameConstants.TOTAL_ROWS; this.cols = GameConstants.GRID_COLS; this.grid = []; // 2D array: [row][col] for all rows (playable + beat) this.beatRows = GameConstants.BEAT_ROWS; this.playableRows = this.rows - this.beatRows; // Initialize grid with nulls for (var r = 0; r < this.rows; r++) { this.grid[r] = []; for (var c = 0; c < this.cols; c++) { this.grid[r][c] = null; } } // Create background visuals for all cells this.initBackground = function () { for (var r = 0; r < this.rows; r++) { for (var c = 0; c < this.cols; c++) { var bgCell = LK.getAsset('emptycell', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); bgCell.x = GameConstants.GRID_LEFT + c * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; bgCell.y = GameConstants.GRID_TOP + r * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.game.addChild(bgCell); // Add coin to all playable cells (hero will be positioned after coins are created) if (r < this.playableRows) { var coin = new Coin(); coin.x = bgCell.x; coin.y = bgCell.y; this.game.addChild(coin); this.grid[r][c] = coin; } } } }; // Create BeatCell objects for the beat grid (bottom rows) this.initBeatGrid = function () { for (var r = 0; r < this.beatRows; r++) { var gridRow = this.playableRows + r; for (var c = 0; c < this.cols; c++) { var cell = new BeatCell(r); cell.x = GameConstants.GRID_LEFT + c * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; cell.y = GameConstants.GRID_TOP + gridRow * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.game.addChild(cell); this.grid[gridRow][c] = cell; } } }; // Returns the BeatCell at a given (beatRow, col) in the beat grid this.getBeatCell = function (beatRow, col) { var gridRow = this.playableRows + beatRow; return this.grid[gridRow][col]; }; // Returns the BeatCell at a given (x, y) screen coordinate, or null if not in beat grid this.getBeatCellAt = function (x, y) { for (var r = 0; r < this.beatRows; r++) { var gridRow = this.playableRows + r; for (var c = 0; c < this.cols; c++) { var cell = this.grid[gridRow][c]; if (!cell) { continue; } var cx = GameConstants.GRID_LEFT + c * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; var cy = GameConstants.GRID_TOP + gridRow * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; if (x >= cx - GameConstants.CELL_SIZE / 2 && x <= cx + GameConstants.CELL_SIZE / 2 && y >= cy - GameConstants.CELL_SIZE / 2 && y <= cy + GameConstants.CELL_SIZE / 2) { return cell; } } } return null; }; // Returns true if (row, col) is in the playable area this.isPlayableCell = function (row, col) { return row >= 0 && row < this.playableRows && col >= 0 && col < this.cols; }; // Returns true if (row, col) is in the beat grid this.isBeatCell = function (row, col) { return row >= this.playableRows && row < this.rows && col >= 0 && col < this.cols; }; // Returns the BeatCell 2D array for the beat grid (bottom rows) this.getBeatGrid = function () { var arr = []; for (var r = 0; r < this.beatRows; r++) { arr[r] = []; for (var c = 0; c < this.cols; c++) { arr[r][c] = this.getBeatCell(r, c); } } return arr; }; // Returns the playable area as a 2D array (nulls, or game objects if you want to add them) this.getPlayableGrid = function () { var arr = []; for (var r = 0; r < this.playableRows; r++) { arr[r] = []; for (var c = 0; c < this.cols; c++) { arr[r][c] = this.grid[r][c]; } } return arr; }; // Call this to initialize all visuals this.initialize = function () { this.initBackground(); this.initBeatGrid(); }; } var GameConstants = { GRID_COLS: 8, TOTAL_ROWS: 10, // Reduced from 11 to remove top row BEAT_ROWS: 4, // +1 for new down row CHAR_ROW: 3, // hero now starts at row 3 (was 4) due to removed top row JUMP_ROW: 2, // up movement now at row 2 (was 3) due to removed top row DOWN_ROW: 1, // new down movement row 1 (was 2) due to removed top row GRID_MARGIN_X: 40, get CELL_SIZE() { return Math.floor((2048 - 2 * this.GRID_MARGIN_X) / this.GRID_COLS); }, get GRID_HEIGHT() { return this.TOTAL_ROWS * this.CELL_SIZE; }, get GRID_TOP() { return 2732 - this.GRID_HEIGHT - 10; }, get GRID_LEFT() { return this.GRID_MARGIN_X; }, get HERO_MIN_X() { return this.GRID_LEFT + this.CELL_SIZE / 2; }, get HERO_MAX_X() { return this.GRID_LEFT + (this.GRID_COLS - 1) * this.CELL_SIZE + this.CELL_SIZE / 2; }, get HERO_START_COL() { return Math.floor(this.GRID_COLS / 2); }, get HERO_START_X() { return this.GRID_LEFT + this.HERO_START_COL * this.CELL_SIZE + this.CELL_SIZE / 2; }, get HERO_START_Y() { return this.GRID_TOP + this.CHAR_ROW * this.CELL_SIZE + this.CELL_SIZE / 2; }, STEP_INTERVAL: 400, // ms per step (150bpm) COIN_SPAWN_BEATS: 8, COIN_SPAWN_CHANCE: 0.25 }; /************************* * SERVICES *************************/ /** * AudioService * Responsibility: To handle all requests to play sounds and music. */ var AudioService = { playBeat: function playBeat() { LK.getSound('beat').play(); }, playBeatUp: function playBeatUp() { LK.getSound('Sound_Up').play(); }, playBeatLeft: function playBeatLeft() { LK.getSound('Sound_Left').play(); }, playBeatRight: function playBeatRight() { LK.getSound('Sound_Right').play(); }, playBeatDown: function playBeatDown() { LK.getSound('Sound_Down').play(); }, playMove: function playMove() { LK.getSound('moveSnd').play(); }, playCoinCollect: function playCoinCollect() { LK.getSound('coinCollect').play(); }, startMusic: function startMusic() { LK.playMusic('bgmusic', { fade: { start: 0, end: 0.3, duration: 1200 } }); } }; /** * UIService * Responsibility: To create and manage all non-game-grid UI elements, such * as the score text and the step indicators. */ function UIService(game) { this.game = game; this.scoreTxt = null; this.initialize = function () { // Score Text this.scoreTxt = new Text2('0', { size: 100, fill: "#fff" }); this.scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(this.scoreTxt); // Create columnHighlights for beat grid rows this.columnHighlights = []; for (var r = 0; r < GameConstants.BEAT_ROWS; r++) { var highlight = LK.getAsset('cellWhite', { anchorX: 0.5, anchorY: 0.5, alpha: 0 // invisible by default }); // Position highlight at the leftmost column, correct row in the beat grid var gridRow = GameConstants.TOTAL_ROWS - GameConstants.BEAT_ROWS + r; highlight.x = GameConstants.GRID_LEFT + GameConstants.CELL_SIZE / 2; highlight.y = GameConstants.GRID_TOP + gridRow * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; highlight.alpha = 0; // invisible by default, semi-transparent when shown this.game.addChild(highlight); this.columnHighlights.push(highlight); } // Hide all highlights at start for (var i = 0; i < this.columnHighlights.length; i++) { this.columnHighlights[i].alpha = 0; } }; this.updateScore = function (newScore) { this.scoreTxt.setText(newScore); }; // Main Highlighting Logic: highlights inactive cells in the current column this.updateColumnHighlight = function (currentColumnIndex) { // Hide all highlights first for (var i = 0; i < this.columnHighlights.length; i++) { this.columnHighlights[i].alpha = 0; } // Get active states for the current column var activeStates = gridService.getActiveStatesForColumn(currentColumnIndex); // Loop through each row in the beat grid for (var i = 0; i < GameConstants.BEAT_ROWS; i++) { if (!activeStates[i]) { // Position the highlight at the correct cell var gridRow = GameConstants.TOTAL_ROWS - GameConstants.BEAT_ROWS + i; this.columnHighlights[i].x = GameConstants.GRID_LEFT + currentColumnIndex * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.columnHighlights[i].y = GameConstants.GRID_TOP + gridRow * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.columnHighlights[i].alpha = 0.2; // semi-transparent highlight } } }; } /** * GridService * Responsibility: To create, manage the state of, and update the visuals of the beat grid. */ function GridService(game, gameGrid) { this.game = game; this.gameGrid = gameGrid; // Centralized grid this.initialize = function () { this.gameGrid.initialize(); }; // Returns the BeatCell at a given (x, y) screen coordinate, or null if not in beat grid this.getCellAt = function (x, y) { return this.gameGrid.getBeatCellAt(x, y); }; // Returns an array of booleans representing the active state of each BeatCell in the given column this.getActiveStatesForColumn = function (columnIndex) { var states = []; for (var r = 0; r < GameConstants.BEAT_ROWS; r++) { var gridRow = GameConstants.TOTAL_ROWS - GameConstants.BEAT_ROWS + r; var cell = this.gameGrid.grid[gridRow][columnIndex]; states.push(cell && cell.active ? true : false); } return states; }; // Toggle a beat cell, ensuring only one beat per layer per column this.toggleCell = function (cell, mode) { var needsChange = mode === 'add' && !cell.active || mode === 'remove' && cell.active; if (needsChange) { // If adding, remove any other active beat in this column (same col, different row) if (mode === 'add') { var col = null; // Find the column index of this cell for (var c = 0; c < GameConstants.GRID_COLS; c++) { // cell.row is the beat row (0..BEAT_ROWS-1), but grid is [playableRows+row][col] var gridRow = GameConstants.TOTAL_ROWS - GameConstants.BEAT_ROWS + cell.row; if (this.gameGrid.grid[gridRow][c] === cell) { col = c; break; } } if (col !== null) { for (var r = 0; r < GameConstants.BEAT_ROWS; r++) { var gridRow = GameConstants.TOTAL_ROWS - GameConstants.BEAT_ROWS + r; var otherCell = this.gameGrid.grid[gridRow][col]; if (r !== cell.row && otherCell && otherCell.active) { otherCell.setActive(false); this.updateCellVisual(otherCell); } } } } cell.toggle(); this.updateCellVisual(cell); } }; this.updateCellVisual = function (cell) { cell.gfx.destroy(); var assetId = 'cell'; if (cell.active) { if (cell.row === 0) { assetId = 'cellActive'; } else if (cell.row === 1) { assetId = 'cellLeft'; } else if (cell.row === 2) { assetId = 'cellRight'; } else if (cell.row === 3) { assetId = 'cellDown'; } } cell.gfx = cell.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); }; // Returns the actions for a given step (column) by checking the beat grid this.getActiveActionsForStep = function (step) { // The beat grid is in the bottom rows of the grid var actions = { up: false, left: false, right: false, down: false }; for (var r = 0; r < GameConstants.BEAT_ROWS; r++) { var gridRow = GameConstants.TOTAL_ROWS - GameConstants.BEAT_ROWS + r; var cell = this.gameGrid.grid[gridRow][step]; if (!cell) { continue; } if (r === 0) { actions.up = cell.active; } else if (r === 1) { actions.left = cell.active; } else if (r === 2) { actions.right = cell.active; } else if (r === 3) { actions.down = cell.active; } } return actions; }; } /** * PlayerService * Responsibility: To create and manage the Hero instance, its state, and its actions. * It translates logical actions ("move left") into animations and sound calls. */ function PlayerService(game) { this.game = game; this.hero = null; this.initialize = function () { this.hero = new Hero(); // Select random starting position in playable grid var randomRow = Math.floor(Math.random() * gameGrid.playableRows); var randomCol = Math.floor(Math.random() * GameConstants.GRID_COLS); // Calculate position based on random grid coordinates this.hero.x = GameConstants.GRID_LEFT + randomCol * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.hero.y = GameConstants.GRID_TOP + randomRow * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.hero.currentCol = randomCol; this.hero.gridRow = randomRow; // Update CHAR_ROW to match random starting row GameConstants.CHAR_ROW = randomRow; this.game.addChild(this.hero); // Remove coin at hero's starting position if one exists var coin = gameGrid.grid[randomRow][randomCol]; if (coin && coin.collect) { coin.destroy(); gameGrid.grid[randomRow][randomCol] = null; } }; this.getHeroInstance = function () { return this.hero; }; this.handleDrag = function (x) { this.hero.x = Math.max(GameConstants.HERO_MIN_X, Math.min(GameConstants.HERO_MAX_X, x)); }; this.performActions = function (actions) { var didAction = false; var horizontalMove = 0; if (actions.left && !actions.right) { horizontalMove = -1; } if (actions.right && !actions.left) { horizontalMove = 1; } if (actions.up && !actions.down) { if (horizontalMove !== 0) { this.move(horizontalMove); } this.moveVertical(-1); // Move up didAction = true; } else if (actions.down && !actions.up) { if (horizontalMove !== 0) { this.move(horizontalMove); } this.moveVertical(1); // Move down didAction = true; } else if (horizontalMove !== 0) { this.move(horizontalMove); didAction = true; } if (didAction) { AudioService.playBeat(); } }; this.move = function (direction) { var newCol = this.hero.currentCol + direction; if (newCol < 0) { newCol = GameConstants.GRID_COLS - 1; } if (newCol >= GameConstants.GRID_COLS) { newCol = 0; } this.hero.currentCol = newCol; var nx = GameConstants.GRID_LEFT + newCol * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.hero.moveTo(nx, this.hero.y, 180); AudioService.playMove(); }; // Move up or down by 1 row, with vertical teleport at edges of playable area this.moveVertical = function (direction) { var minRow = 0; var maxRow = gameGrid.playableRows - 1; // Only teleport within playable area (rows 0-5 after removing top row) var newRow = this.hero.gridRow !== undefined ? this.hero.gridRow : GameConstants.CHAR_ROW; newRow += direction; // Teleport vertically if out of bounds if (newRow < minRow) { newRow = maxRow; } else if (newRow > maxRow) { newRow = minRow; } this.hero.gridRow = newRow; var ny = GameConstants.GRID_TOP + newRow * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.hero.moveTo(this.hero.x, ny, 180); AudioService.playMove(); // Update CHAR_ROW for collision logic GameConstants.CHAR_ROW = newRow; }; } /** * InputService * Responsibility: To handle all raw user input (down, up, move) and delegate * the appropriate actions to other services (GridService, PlayerService). */ function InputService(gridService, playerService) { this.gridService = gridService; this.playerService = playerService; this.isPainting = false; this.paintMode = null; this.lastPaintedCell = null; this.dragHero = false; this.handleDown = function (x, y) { var cell = this.gridService.getCellAt(x, y); if (cell) { this.isPainting = true; this.paintMode = cell.active ? 'remove' : 'add'; this.lastPaintedCell = cell; this.gridService.toggleCell(cell, this.paintMode); } else { var hero = this.playerService.getHeroInstance(); var dx = x - hero.x, dy = y - hero.y; if (dx * dx + dy * dy < 200 * 200) { this.dragHero = true; } } }; this.handleUp = function () { this.isPainting = false; this.paintMode = null; this.lastPaintedCell = null; this.dragHero = false; }; this.handleMove = function (x, y) { if (this.isPainting) { var cell = this.gridService.getCellAt(x, y); if (cell && cell !== this.lastPaintedCell) { this.lastPaintedCell = cell; this.gridService.toggleCell(cell, this.paintMode); } } else if (this.dragHero) { this.playerService.handleDrag(x); } }; } /** * SequencerService * Responsibility: To manage the main game loop timing (the "beat"). On each step, * it orchestrates calls to the other services to update the game state. */ function SequencerService(gridService, playerService, uiService) { this.gridService = gridService; this.playerService = playerService; this.uiService = uiService; this.currentStep = 0; this.lastStepTime = 0; this.playing = true; this.initialize = function () { this.lastStepTime = Date.now(); }; this.update = function () { var now = Date.now(); if (this.playing && now - this.lastStepTime >= GameConstants.STEP_INTERVAL) { this.lastStepTime = now; // 1. UPDATE HIGHLIGHT FIRST for the current step this.uiService.updateColumnHighlight(this.currentStep); // 2. THEN, advance the step to the next beat this.currentStep = (this.currentStep + 1) % GameConstants.GRID_COLS; // 3. FINALLY, perform actions for the new step. this.doStepActions(); } }; this.doStepActions = function () { // Play unique sound for the NEXT beat (one cell ahead) var nextStep = (this.currentStep + 1) % GameConstants.GRID_COLS; var nextActions = this.gridService.getActiveActionsForStep(nextStep); if (nextActions.up) { AudioService.playBeatUp(); } else if (nextActions.left) { AudioService.playBeatLeft(); } else if (nextActions.right) { AudioService.playBeatRight(); } else if (nextActions.down) { AudioService.playBeatDown(); } else { AudioService.playBeat(); } // Perform actions for the CURRENT step var actions = this.gridService.getActiveActionsForStep(this.currentStep); this.playerService.performActions(actions); var hero = this.playerService.getHeroInstance(); // Check for coin collection var heroRow = hero.gridRow; var heroCol = hero.currentCol; var coin = gameGrid.grid[heroRow][heroCol]; if (coin && coin.collect) { coin.collect(); gameGrid.grid[heroRow][heroCol] = null; LK.setScore(LK.getScore() + 10); uiService.updateScore(LK.getScore()); AudioService.playCoinCollect(); } }; } var uiService = new UIService(game); var gameGrid = new GameGrid(game); var gridService = new GridService(game, gameGrid); var playerService = new PlayerService(game); var inputService = new InputService(gridService, playerService); var sequencerService = new SequencerService(gridService, playerService, uiService); // 3. Initialize Services in correct order gridService.initialize(); uiService.initialize(); playerService.initialize(); sequencerService.initialize(); // Manually draw the highlight for the first beat (step 0) immediately. uiService.updateColumnHighlight(sequencerService.currentStep); // 4. Connect Input Handlers to the Input Service game.down = function (x, y) { inputService.handleDown(x, y); }; game.up = function (x, y) { inputService.handleUp(x, y); }; game.move = function (x, y) { inputService.handleMove(x, y); }; // 5. Set Main Game Loop to the Sequencer Service game.update = function () { sequencerService.update(); }; // 6. Start background music AudioService.startMusic();
===================================================================
--- original.js
+++ change.js
@@ -651,21 +651,24 @@
this.doStepActions();
}
};
this.doStepActions = function () {
- // Play unique sound for each beat direction
- var actions = this.gridService.getActiveActionsForStep(this.currentStep);
- if (actions.up) {
+ // Play unique sound for the NEXT beat (one cell ahead)
+ var nextStep = (this.currentStep + 1) % GameConstants.GRID_COLS;
+ var nextActions = this.gridService.getActiveActionsForStep(nextStep);
+ if (nextActions.up) {
AudioService.playBeatUp();
- } else if (actions.left) {
+ } else if (nextActions.left) {
AudioService.playBeatLeft();
- } else if (actions.right) {
+ } else if (nextActions.right) {
AudioService.playBeatRight();
- } else if (actions.down) {
+ } else if (nextActions.down) {
AudioService.playBeatDown();
} else {
AudioService.playBeat();
}
+ // Perform actions for the CURRENT step
+ var actions = this.gridService.getActiveActionsForStep(this.currentStep);
this.playerService.performActions(actions);
var hero = this.playerService.getHeroInstance();
// Check for coin collection
var heroRow = hero.gridRow;
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