User prompt
can you add a button somewhere to disable the camera ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
make it so! ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/facekit.v1
User prompt
Please fix the bug: 'LK.Shape is not a constructor' in or related to this line: 'var micBar = new LK.Shape({' Line Number: 361
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught TypeError: facekit.init is not a function' in or related to this line: 'facekit.init({' Line Number: 643
User prompt
Please fix the bug: 'Uncaught TypeError: facekit.init is not a function' in or related to this line: 'facekit.init({' Line Number: 643 ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
make it so! ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
is it possible to create unlockable ships for the player? for then the player completes a round win or lose I would like for them to be able to unlock 1 of 5 locked ships each time and each of these ships for the player that they unlock is randomly generated and will get 1 more life added. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
I love these ideas! please make it so !
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught TypeError: LK.musicTime is not a function' in or related to this line: 'musicStartTime = LK.musicTime(); // Track when music started using music time' Line Number: 465
User prompt
Update the block-catching sound timing in "Sound Surfer" so that the sounds played when the player catches a block are better synchronized with the beat of the currently playing music track. Specifically: 1. Use `LK.musicTime()` instead of `Date.now()` to calculate the time since the current track started. This will give more accurate sync with the actual audio. 2. Calculate the current beat position based on a beat duration that dynamically adjusts with game speed. For example: ```javascript var baseBPM = 120; var currentBPM = baseBPM * gameSpeed; var beatLength = 60000 / currentBPM; // in ms
User prompt
make it so! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
yup that sounds perfect! make it so!
User prompt
for when the player catches a normal block can you make sure that the sound matches a note/beat from the current track playing? or make it so that it stays in tune and in rhythm of the current track playing ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'scaleX' in undefined' in or related to this line: 'tween(lifeDisplays[lifeIdx], {' Line Number: 497 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
next can we add another block thats a bomb that will take 2 lives from the player if the player touches it. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
oh yes this would be amazing! make it so !
User prompt
could you also add another mechanic where after the first song ends move onto another and then eventually go through all the available tracks. Once the player goes through all the tracks available without repeating any of the tracks the player will then get the You win menu and with their player stats like their score and highest combo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ok can we add another mechanic for the player? I would like to add a player life system. the player starts with 3 lives that are somewhere easily visablee on the screen that fits the neon retrowave theme for the game. For every missed block the player will lose 1 life. if the player loses all their lives then the player will get a game over menu with an option to try again! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Instead of player HP based on a percentage could we just instead change the value to a total of 3? They have 3 lives and lose the game if all 3 are lost. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
I cant see the HP bar at all
User prompt
Ok can we add another mechanic for the player? I would like to add a HP Bar at the very bottom below the players ship. noticeable bright green bar that will flash red during a missed block. centered but also doesnt get in the way of other objects. This HP Bar will start at 100% and every missed block decreases the value of the HP Bar anywhere from 5% to 10%. When the HP reaches 0 or below the player loses and gets a giant flashy neon glow and bright game over menu with the option to try again! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
can we add 2 more tracks for music for classic mode? 1 track lofi and the other a retrowave track with a good steady beat.
User prompt
could we take some of the sounds from the music generated and turn them into sound effects for the player when they collect a block ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
var facekit = LK.import("@upit/facekit.v1");
/****
* Classes
****/
var BackgroundGrid = Container.expand(function () {
var self = Container.call(this);
// Create horizontal grid lines
self.horizontalLines = [];
for (var i = 0; i < 15; i++) {
var line = self.attachAsset('gridLine', {
anchorX: 0,
anchorY: 0.5,
alpha: 0.8
});
line.y = i * 200 - 400;
line.tint = 0x00FFFF; // Start with bright cyan
self.horizontalLines.push(line);
}
// Create vertical grid lines
self.verticalLines = [];
for (var j = 0; j < 8; j++) {
var vLine = self.attachAsset('gridLineVertical', {
anchorX: 0.5,
anchorY: 0,
alpha: 0.7
});
vLine.x = j * 300;
vLine.tint = 0xFF00FF; // Start with bright magenta
self.verticalLines.push(vLine);
}
self.update = function () {
// Move horizontal lines down
for (var i = 0; i < self.horizontalLines.length; i++) {
var line = self.horizontalLines[i];
line.y += 2;
// Reset line position when it goes off screen
if (line.y > 2800) {
line.y = -100;
}
// Enhanced neon glow effect - brighter and more vibrant
var distanceFromCenter = Math.abs(line.y - 1366);
var maxDistance = 1366;
var baseBrightness = 0.8; // Much brighter base
var fadeEffect = 1 - distanceFromCenter / maxDistance;
line.alpha = Math.max(0.4, baseBrightness * fadeEffect); // Minimum brightness of 0.4
// Add pulsing neon colors
var pulsePhase = (LK.ticks + i * 10) * 0.05;
var pulseBrightness = 0.8 + 0.4 * Math.sin(pulsePhase);
line.alpha = line.alpha * pulseBrightness;
// Cycle through neon colors
var colorPhase = (LK.ticks * 0.01 + i * 0.2) % (Math.PI * 2);
if (colorPhase < Math.PI * 0.66) {
line.tint = 0x00FFFF; // Bright cyan
} else if (colorPhase < Math.PI * 1.33) {
line.tint = 0xFF00FF; // Bright magenta
} else {
line.tint = 0xFFFF00; // Bright yellow
}
}
// Animate vertical lines with neon glow
for (var j = 0; j < self.verticalLines.length; j++) {
var vLine = self.verticalLines[j];
// Enhanced brightness for vertical lines
vLine.alpha = 0.7 + 0.3 * Math.sin((LK.ticks + j * 15) * 0.03);
// Color cycling for vertical lines
var vColorPhase = (LK.ticks * 0.008 + j * 0.3) % (Math.PI * 2);
if (vColorPhase < Math.PI * 0.5) {
vLine.tint = 0x00FFFF; // Cyan
} else if (vColorPhase < Math.PI) {
vLine.tint = 0xFF0066; // Hot pink
} else if (vColorPhase < Math.PI * 1.5) {
vLine.tint = 0x66FF00; // Electric lime
} else {
vLine.tint = 0xFF6600; // Electric orange
}
}
};
return self;
});
var Block = Container.expand(function () {
var self = Container.call(this);
// Array of available block assets
var blockAssets = ['block1', 'block2', 'block3', 'block4'];
// Randomly select a block asset
var selectedAsset = blockAssets[Math.floor(Math.random() * blockAssets.length)];
var blockGraphics = self.attachAsset(selectedAsset, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8
});
self.speed = 8;
self.lane = 0;
self.caught = false;
// Random neon colors
var colors = [0xff00ff, 0x00ffff, 0xffff00, 0xff0066, 0x66ff00];
blockGraphics.tint = colors[Math.floor(Math.random() * colors.length)];
self.update = function () {
self.y += self.speed;
};
return self;
});
var BombBlock = Container.expand(function () {
var self = Container.call(this);
var bombGraphics = self.attachAsset('bomb', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8
});
self.speed = 8;
self.lane = 0;
self.caught = false;
// Distinctive red color for danger
bombGraphics.tint = 0xff0000;
// Add warning pulsing animation to make it stand out as dangerous
tween(bombGraphics, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 300,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(bombGraphics, {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 300,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Restart the pulsing animation
if (!self.caught) {
tween(bombGraphics, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 300,
easing: tween.easeInOut
});
}
}
});
}
});
self.update = function () {
self.y += self.speed;
};
return self;
});
var BoosterBlock = Container.expand(function () {
var self = Container.call(this);
var boosterGraphics = self.attachAsset('booster', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8
});
self.speed = 8;
self.lane = 0;
self.caught = false;
// Distinctive golden/yellow color for booster
boosterGraphics.tint = 0xFFD700;
// Add pulsing animation to make it stand out
tween(boosterGraphics, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(boosterGraphics, {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Restart the pulsing animation
if (!self.caught) {
tween(boosterGraphics, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 500,
easing: tween.easeInOut
});
}
}
});
}
});
self.update = function () {
self.y += self.speed;
};
return self;
});
var Life = Container.expand(function () {
var self = Container.call(this);
var heartGraphics = self.attachAsset('heart', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.0,
scaleY: 1.0
});
// Add neon glow effect with retrowave pink
heartGraphics.tint = 0xff0066;
self.setActive = function (active) {
if (active) {
heartGraphics.alpha = 1.0;
heartGraphics.tint = 0xff0066; // Bright neon pink
} else {
heartGraphics.alpha = 0.3;
heartGraphics.tint = 0x440022; // Dim dark pink
}
};
return self;
});
var Ship = Container.expand(function (shipType) {
var self = Container.call(this);
// Use the provided shipType or default to classicShip
var assetType = shipType || 'classicShip';
var shipGraphics = self.attachAsset(assetType, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3.0,
scaleY: 3.0
});
// Add glow effect
shipGraphics.filters = [];
self.currentLane = 1; // 0 = left, 1 = center, 2 = right
self.targetX = 1024; // center position
self.update = function () {
// Smooth movement to target lane
var diff = self.targetX - self.x;
if (Math.abs(diff) > 2) {
self.x += diff * 0.15;
} else {
self.x = self.targetX;
}
};
self.moveToLane = function (lane) {
self.currentLane = lane;
if (lane === 0) {
self.targetX = 341; // left lane
} else if (lane === 1) {
self.targetX = 1024; // center lane
} else if (lane === 2) {
self.targetX = 1707; // right lane
}
// Add movement animation
tween(shipGraphics, {
scaleX: 3.6,
scaleY: 2.4
}, {
duration: 100,
onFinish: function onFinish() {
tween(shipGraphics, {
scaleX: 3.0,
scaleY: 3.0
}, {
duration: 100
});
}
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x0a0a0a
});
/****
* Game Code
****/
// Create synthwave background with gradient effect
game.setBackgroundColor(0x270050);
// Create moving background grid
var backgroundGrid = game.addChild(new BackgroundGrid());
// Array of synthwave tracks for classic mode
var synthwaveTracks = ['synthwave1', 'synthwave2', 'synthwave3', 'lofitrack', 'retrowave'];
var currentTrackIndex = 0; // Index of currently playing track
var completedTracks = []; // Array to track which tracks have been completed
var musicStartTime = 0; // Time when current music track started
var trackDuration = 60000; // Approximate track duration in milliseconds (60 seconds)
// Game state
var gameMode = 'menu'; // 'menu', 'classic', 'microphone'
var ship;
var blocks = [];
var score = 0;
var combo = 0;
var bestCombo = 0;
var lives = 3;
var maxLives = 3;
var lifeDisplays = [];
var lastSpawnTime = 0;
var spawnInterval = 1000; // 1 second
var gameSpeed = 1.0; // Speed multiplier for the game
var baseBlockSpeed = 8; // Base speed for blocks
var currentMusicTrack = null; // Track current playing music
// Beat detection variables
var audioBuffer = [];
var beatThreshold = 0.4;
var lastBeatTime = 0;
var minBeatInterval = 200; // Minimum ms between beats
var volumeHistory = [];
var bufferSize = 10;
var beatSensitivity = 1.5;
// Lane positions - equal width lanes
var lanePositions = [341, 1024, 1707];
// UI Elements
var scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0x00FFFF
});
scoreTxt.anchor.set(0, 0);
scoreTxt.x = 50;
scoreTxt.y = 50;
LK.gui.topLeft.addChild(scoreTxt);
var comboTxt = new Text2('Combo: 0', {
size: 50,
fill: 0xFF00FF
});
comboTxt.anchor.set(0, 0);
comboTxt.x = 50;
comboTxt.y = 120;
LK.gui.topLeft.addChild(comboTxt);
// Create life display hearts in top right
for (var lifeIndex = 0; lifeIndex < maxLives; lifeIndex++) {
var lifeHeart = new Life();
lifeHeart.x = -80 - lifeIndex * 80; // Position from right edge
lifeHeart.y = 60;
lifeHeart.setActive(true);
lifeDisplays.push(lifeHeart);
LK.gui.topRight.addChild(lifeHeart);
}
// Create mode selection buttons with neon glow outline
var classicButton = new Text2('1. CLASSIC MODE\nBuilt-in synthwave music', {
size: 60,
fill: 0x00FFFF,
stroke: 0x00FFFF,
strokeThickness: 3
});
classicButton.anchor.set(0.5, 0.5);
classicButton.x = 0;
classicButton.y = -300;
LK.gui.center.addChild(classicButton);
var micButton = new Text2('2. MICROPHONE MODE\nSync with your music', {
size: 60,
fill: 0xFF00FF,
stroke: 0xFF00FF,
strokeThickness: 3
});
micButton.anchor.set(0.5, 0.5);
micButton.x = 0;
micButton.y = -100;
LK.gui.center.addChild(micButton);
var instructionTxt = new Text2('TAP A BUTTON TO SELECT MODE', {
size: 50,
fill: 0xFFFFFF
});
instructionTxt.anchor.set(0.5, 0.5);
instructionTxt.y = 100;
LK.gui.center.addChild(instructionTxt);
// Create lane dividers
var lane1 = game.addChild(LK.getAsset('lane1', {
x: 682,
y: 0
}));
var lane2 = game.addChild(LK.getAsset('lane2', {
x: 1366,
y: 0
}));
// Create ship
ship = game.addChild(new Ship());
ship.x = 1024;
ship.y = 2400;
function startGame(mode) {
gameMode = mode;
score = 0;
combo = 0;
bestCombo = 0;
lives = 3;
blocks = [];
lastSpawnTime = 0;
gameSpeed = 1.0; // Reset game speed
currentTrackIndex = 0; // Reset track progression
completedTracks = []; // Reset completed tracks
musicStartTime = 0; // Reset music timer
// Reset life display
for (var i = 0; i < lifeDisplays.length; i++) {
lifeDisplays[i].setActive(true);
}
// Reset beat detection variables
audioBuffer = [];
volumeHistory = [];
lastBeatTime = 0;
// Hide menu elements
classicButton.visible = false;
micButton.visible = false;
instructionTxt.visible = false;
// Destroy existing ship and create new one with appropriate asset
if (ship) {
ship.destroy();
}
// Create ship with mode-specific asset
if (mode === 'classic') {
ship = game.addChild(new Ship('classicShip'));
} else {
ship = game.addChild(new Ship('microphoneShip'));
}
ship.x = 1024;
ship.y = 2400;
// Start background music only in classic mode
if (mode === 'classic') {
// Shuffle the playlist for randomized track order
for (var i = synthwaveTracks.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = synthwaveTracks[i];
synthwaveTracks[i] = synthwaveTracks[j];
synthwaveTracks[j] = temp;
}
// Start with first track in shuffled sequence
currentMusicTrack = synthwaveTracks[currentTrackIndex];
LK.playMusic(currentMusicTrack);
musicStartTime = Date.now(); // Track when music started using current time
} else {
// Stop background music in microphone mode to focus on external audio
currentMusicTrack = null;
LK.stopMusic();
}
updateUI();
}
function spawnBlock() {
var block;
var random = Math.random();
// 10% chance to spawn a bomb block
if (random < 0.10) {
block = new BombBlock();
// 15% chance to spawn a booster block
} else if (random < 0.25) {
block = new BoosterBlock();
} else {
block = new Block();
}
var lane;
if (gameMode === 'microphone') {
// Create more musical patterns based on audio intensity
var intensity = facekit.volume;
if (intensity > 0.8) {
// High intensity - spawn in multiple lanes or center
lane = Math.random() > 0.5 ? 1 : Math.floor(Math.random() * 3);
} else if (intensity > 0.5) {
// Medium intensity - prefer outer lanes
lane = Math.random() > 0.5 ? 0 : 2;
} else {
// Low intensity - single random lane
lane = Math.floor(Math.random() * 3);
}
} else {
// Classic mode - random lane
lane = Math.floor(Math.random() * 3);
}
block.lane = lane;
block.x = lanePositions[lane];
block.y = -50;
block.speed = baseBlockSpeed * gameSpeed; // Apply game speed multiplier
blocks.push(block);
game.addChild(block);
}
function updateUI() {
scoreTxt.setText('Score: ' + score);
comboTxt.setText('Combo: ' + combo + ' (Best: ' + bestCombo + ')');
}
function checkCollisions() {
for (var i = blocks.length - 1; i >= 0; i--) {
var block = blocks[i];
// Check if block is in ship's catch zone
if (!block.caught && block.y >= ship.y - 100 && block.y <= ship.y + 100) {
if (block.lane === ship.currentLane) {
// Block caught!
block.caught = true;
// Check if it's a bomb block
if (block instanceof BombBlock) {
// Bomb effects - lose 2 lives and reset combo
lives -= 2;
combo = 0;
// Update life display for lost lives
for (var lifeIdx = Math.max(0, lives); lifeIdx < Math.min(lives + 2, lifeDisplays.length); lifeIdx++) {
lifeDisplays[lifeIdx].setActive(false);
// Add dramatic life loss animation - capture lifeIdx in closure
(function (capturedIdx) {
tween(lifeDisplays[capturedIdx], {
scaleX: 2.0,
scaleY: 2.0
}, {
duration: 300,
onFinish: function onFinish() {
tween(lifeDisplays[capturedIdx], {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 300
});
}
});
})(lifeIdx);
}
// Dramatic visual feedback for bomb
LK.effects.flashScreen(0xff0000, 800);
LK.effects.flashObject(ship, 0xff0000, 800);
// Play miss sound for bomb hit
LK.getSound('miss').play();
// Check for game over
if (lives <= 0) {
LK.showGameOver();
return;
}
// Check if it's a booster block
} else if (block instanceof BoosterBlock) {
// Booster effects
score += 25 + combo * 3; // More points for booster
combo += 2; // Extra combo bonus
// Increase game speed (cap at 2.5x)
gameSpeed = Math.min(gameSpeed + 0.2, 2.5);
// Apply speed to all existing blocks
for (var j = 0; j < blocks.length; j++) {
blocks[j].speed = baseBlockSpeed * gameSpeed;
}
// Restart music with faster tempo (only in classic mode)
if (gameMode === 'classic' && currentMusicTrack) {
LK.stopMusic();
// Small delay before restarting music to avoid audio glitches
LK.setTimeout(function () {
LK.playMusic(currentMusicTrack);
}, 50);
}
// Special visual feedback for booster
LK.effects.flashScreen(0xFFD700, 300);
LK.effects.flashObject(ship, 0xFFD700, 500);
// Play layered synthwave sounds for booster
LK.getSound('synthBass').play();
LK.setTimeout(function () {
LK.getSound('synthLead').play();
}, 100);
} else {
// Regular block
score += 10 + combo * 2;
combo++;
}
if (combo > bestCombo) {
bestCombo = combo;
}
// Visual feedback
LK.effects.flashObject(block, 0xffffff, 200);
tween(block, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 200
});
// Play musical sound that matches the current track
var trackSounds = {
'synthwave1': ['synthBass', 'synthLead', 'synthDrum', 'synthChord'],
'synthwave2': ['synthLead', 'synthChord', 'synthBass', 'synthDrum'],
'synthwave3': ['synthDrum', 'synthBass', 'synthLead', 'synthChord'],
'lofitrack': ['synthBass', 'synthChord'],
'retrowave': ['synthLead', 'synthDrum', 'synthChord']
};
var soundsForTrack = trackSounds[currentMusicTrack] || ['synthBass', 'synthLead', 'synthDrum', 'synthChord'];
// Calculate beat position based on music timing to stay in rhythm
var baseBPM = 120;
var currentBPM = baseBPM * gameSpeed;
var beatLength = 60000 / currentBPM; // Beat duration in ms
var timeElapsed = Date.now() - musicStartTime;
var beatPosition = Math.floor(timeElapsed / beatLength % soundsForTrack.length);
var rhythmicSound = soundsForTrack[beatPosition];
LK.getSound(rhythmicSound).play();
updateUI();
// Remove block
block.destroy();
blocks.splice(i, 1);
continue;
}
}
// Check if block missed (passed ship)
if (!block.caught && block.y > ship.y + 150) {
if (block.lane === ship.currentLane) {
// Block missed - lose life and reset combo
lives--;
combo = 0;
// Update life display
if (lives >= 0 && lives < lifeDisplays.length) {
var currentLifeIndex = lives; // Capture current lives value
lifeDisplays[currentLifeIndex].setActive(false);
// Add life loss animation
tween(lifeDisplays[currentLifeIndex], {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 200,
onFinish: function onFinish() {
tween(lifeDisplays[currentLifeIndex], {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 200
});
}
});
}
LK.effects.flashScreen(0xff0000, 300);
LK.getSound('miss').play();
// Check for game over
if (lives <= 0) {
LK.showGameOver();
return;
}
updateUI();
}
block.caught = true; // Mark as processed
}
// Remove blocks that are off screen
if (block.y > 2800) {
block.destroy();
blocks.splice(i, 1);
}
}
}
function progressToNextTrack() {
if (gameMode !== 'classic') {
return;
}
// Mark current track as completed
if (completedTracks.indexOf(synthwaveTracks[currentTrackIndex]) === -1) {
completedTracks.push(synthwaveTracks[currentTrackIndex]);
}
// Move to next track
currentTrackIndex++;
// Check if all tracks have been completed
if (currentTrackIndex >= synthwaveTracks.length) {
// Player has completed all tracks - show victory with stats
LK.showYouWin();
return;
}
// Play next track
currentMusicTrack = synthwaveTracks[currentTrackIndex];
LK.playMusic(currentMusicTrack);
musicStartTime = Date.now(); // Reset music timer using current time
}
function detectBeat() {
var currentVolume = facekit.volume;
var currentTime = Date.now();
// Add current volume to history buffer
volumeHistory.push(currentVolume);
if (volumeHistory.length > bufferSize) {
volumeHistory.shift();
}
// Calculate average volume from buffer
var avgVolume = 0;
for (var i = 0; i < volumeHistory.length; i++) {
avgVolume += volumeHistory[i];
}
avgVolume = avgVolume / volumeHistory.length;
// Detect beat: current volume significantly higher than average
var volumeSpike = currentVolume > avgVolume * beatSensitivity;
var timeSinceLastBeat = currentTime - lastBeatTime;
var beatDetected = volumeSpike && currentVolume > beatThreshold && timeSinceLastBeat > minBeatInterval;
if (beatDetected) {
lastBeatTime = currentTime;
// Add visual feedback for beat detection
LK.effects.flashScreen(0x440088, 100);
return true;
}
return false;
}
function shouldSpawnBlock() {
if (gameMode === 'microphone') {
// Spawn based on beat detection from microphone input
return detectBeat();
} else {
// Classic mode - spawn every second
return LK.ticks - lastSpawnTime >= spawnInterval / (1000 / 60);
}
}
// Button event handlers
classicButton.down = function (x, y, obj) {
if (gameMode === 'menu') {
// Add button press animation
tween(classicButton, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 100,
onFinish: function onFinish() {
tween(classicButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
startGame('classic');
}
};
micButton.down = function (x, y, obj) {
if (gameMode === 'menu') {
// Add button press animation
tween(micButton, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 100,
onFinish: function onFinish() {
tween(micButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
startGame('microphone');
}
};
// Touch controls for lane switching during gameplay
game.down = function (x, y, obj) {
if (gameMode === 'menu') {
return;
}
// Lane switching
if (x < 1024) {
// Left side tapped - move left
if (ship.currentLane > 0) {
ship.moveToLane(ship.currentLane - 1);
}
} else {
// Right side tapped - move right
if (ship.currentLane < 2) {
ship.moveToLane(ship.currentLane + 1);
}
}
};
// Main game update
game.update = function () {
if (gameMode === 'menu') {
return;
}
// Check for track progression in classic mode
if (gameMode === 'classic' && musicStartTime > 0) {
var currentTime = Date.now();
var timeElapsed = currentTime - musicStartTime;
// Check if current track duration has been reached
if (timeElapsed >= trackDuration) {
progressToNextTrack();
}
}
// Spawn blocks
if (shouldSpawnBlock()) {
spawnBlock();
lastSpawnTime = LK.ticks;
}
// Check collisions
checkCollisions();
}; ===================================================================
--- original.js
+++ change.js
@@ -637,9 +637,11 @@
}
}
}
function progressToNextTrack() {
- if (gameMode !== 'classic') return;
+ if (gameMode !== 'classic') {
+ return;
+ }
// Mark current track as completed
if (completedTracks.indexOf(synthwaveTracks[currentTrackIndex]) === -1) {
completedTracks.push(synthwaveTracks[currentTrackIndex]);
}
synthwave neon glow audiosurf or f-zero like ship. In-Game asset. 2d. High contrast. No shadows
faint glowing outlines with a shimmer effect retro synthwave style. In-Game asset. 2d. High contrast. No shadows
a musical note thats bright and neon thats also really cool looking. In-Game asset. 2d. High contrast. No shadows
synthwave bright neon glow audiosurf or f-zero like ship In-Game asset. 2d. High contrast. No shadows
synthwave bright neon glow audiosurf or f-zero like ship In-Game asset. 2d. High contrast. No shadows. facing upright vertical
a musical note thats bright and neon thats also really cool looking. In-Game asset. 2d. High contrast. No shadows
- Shape: a glowing neon **circle or hexagon** - Color: bright **red or magenta** - Inner symbol: a small white or yellow **skull**, **explosion**, or **⚠️ warning icon** in the center - Glow: apply a soft outer glow that pulses slightly - Visual style: match the **synthwave aesthetic** (think neon, arcade, retro-futuristic) - Size: same as the existing note blocks - Animation: gently pulsate or shimmer while falling. In-Game asset. 2d. High contrast. No shadows
a bright laser vertical line retro style. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows
a line that is set to the theme of this game that looks like lightsabre. In-Game asset. 2d. High contrast. No shadows
synthwave bright neon glow audiosurf or f-zero like ship In-Game asset. 2d. High contrast. No shadows. facing upright vertical 3d like