User prompt
Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'scaleX' in undefined' in or related to this line: 'tween(noteIndicators[currentNote], {' Line Number: 208 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Vocal Ascent
Initial prompt
I want a game what is whit voice command the notes do, re, mi, fa, sol, la, si and do. There is a circle and you have to enter it the higher the frequency. Title
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
var facekit = LK.import("@upit/facekit.v1");
/****
* Classes
****/
var NoteIndicator = Container.expand(function () {
var self = Container.call(this);
var indicatorGraphics = self.attachAsset('noteIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
self.setNote = function (noteIndex) {
// Position the indicator at its proper y location
self.y = getYPositionForNote(noteIndex);
};
return self;
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
// Main obstacle body
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
// Opening in the obstacle
self.opening = new Container();
self.addChild(self.opening);
var openingGraphics = self.opening.attachAsset('opening', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.active = true;
self.passed = false;
self.setOpeningPosition = function (y) {
self.opening.y = y;
};
self.update = function () {
if (!self.active) {
return;
}
self.x -= self.speed;
// Check if obstacle is off screen
if (self.x < -obstacleGraphics.width / 2) {
self.active = false;
}
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.targetY = 0;
self.velocity = 0;
self.gravity = 0.5;
self.damping = 0.9;
self.update = function () {
// Move towards target position with physics
var distance = self.targetY - self.y;
self.velocity += distance * 0.08;
self.velocity *= self.damping;
self.y += self.velocity;
// Keep player within game bounds
if (self.y < 100) {
self.y = 100;
self.velocity = 0;
} else if (self.y > 2732 - 100) {
self.y = 2732 - 100;
self.velocity = 0;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x121E40
});
/****
* Game Code
****/
// Game constants
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
var NOTE_NAMES = ["Do", "Re", "Mi", "Fa", "Sol", "La", "Si", "Do"];
var NOTE_FREQUENCIES = [262, 294, 330, 349, 392, 440, 494, 523]; // C4 to C5 frequencies in Hz
var FREQUENCY_TOLERANCE = 15; // Hz tolerance for detecting notes
// Game variables
var player;
var obstacles = [];
var noteIndicators = [];
var currentNote = -1;
var score = 0;
var started = false;
var obstacleTimer;
var difficultyTimer;
var difficulty = 1;
var obstacleSpeed = 5;
var obstacleInterval = 2000;
// Score display
var scoreTxt = new Text2('Score: 0', {
size: 70,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(scoreTxt);
// Note display
var noteTxt = new Text2('Sing a note!', {
size: 70,
fill: 0xFFFFFF
});
noteTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(noteTxt);
noteTxt.x = 100; // Move away from top left corner
// Instructions display
var instructionsTxt = new Text2('Sing notes (Do, Re, Mi...) to move up and down.\nAvoid obstacles by positioning correctly.', {
size: 50,
fill: 0xFFFFFF
});
instructionsTxt.anchor.set(0.5, 0);
instructionsTxt.y = 100;
LK.gui.top.addChild(instructionsTxt);
// Start button
var startBtn = new Container();
var startBtnBg = startBtn.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 5,
scaleY: 2
});
startBtnBg.tint = 0x00ff00;
var startBtnTxt = new Text2('START', {
size: 80,
fill: 0xFFFFFF
});
startBtnTxt.anchor.set(0.5, 0.5);
startBtn.addChild(startBtnTxt);
startBtn.x = GAME_WIDTH / 2;
startBtn.y = GAME_HEIGHT / 2;
game.addChild(startBtn);
// Create note indicators on the side
function createNoteIndicators() {
for (var i = 0; i < 8; i++) {
var indicator = new NoteIndicator();
indicator.x = 50;
indicator.setNote(i);
indicator.alpha = 0.5;
game.addChild(indicator);
noteIndicators.push(indicator);
}
}
// Get Y position based on note index (0-7 for Do to high Do)
function getYPositionForNote(noteIndex) {
// Map note index to Y position (higher notes = higher position)
// Reserve space at top and bottom
var usableHeight = GAME_HEIGHT - 400;
return GAME_HEIGHT - 200 - noteIndex * (usableHeight / 7);
}
// Handle voice input and map to notes
function handleVoiceInput() {
if (facekit.pitch > 0 && facekit.volume > 0.1) {
// Find closest note match
var detectedNote = -1;
var closestDistance = Infinity;
for (var i = 0; i < NOTE_FREQUENCIES.length; i++) {
var distance = Math.abs(facekit.pitch - NOTE_FREQUENCIES[i]);
if (distance < closestDistance && distance < FREQUENCY_TOLERANCE) {
closestDistance = distance;
detectedNote = i;
}
}
if (detectedNote !== -1) {
player.targetY = getYPositionForNote(detectedNote);
// Update current note display if changed
if (currentNote !== detectedNote) {
currentNote = detectedNote;
noteTxt.setText(NOTE_NAMES[currentNote]);
// Update indicators
for (var j = 0; j < noteIndicators.length; j++) {
noteIndicators[j].alpha = j === currentNote ? 1.0 : 0.5;
if (j === currentNote) {
tween(noteIndicators[j], {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 200,
onFinish: function onFinish() {
tween(noteIndicators[currentNote], {
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
}
});
}
}
}
}
} else {
// No sound detected
currentNote = -1;
noteTxt.setText("Sing a note!");
}
}
// Create a new obstacle
function createObstacle() {
var obstacle = new Obstacle();
obstacle.x = GAME_WIDTH + 200;
obstacle.y = GAME_HEIGHT / 2;
obstacle.speed = obstacleSpeed;
// Place opening at a random note position
var noteIndex = Math.floor(Math.random() * 8);
obstacle.setOpeningPosition(getYPositionForNote(noteIndex) - GAME_HEIGHT / 2);
game.addChild(obstacle);
obstacles.push(obstacle);
return obstacle;
}
// Initialize the game
function initGame() {
// Create player
player = new Player();
player.x = 400;
player.y = GAME_HEIGHT / 2;
game.addChild(player);
// Create note indicators
createNoteIndicators();
// Start with an initial obstacle
createObstacle();
// Start background music
LK.playMusic('bgmusic');
// Hide start button
game.removeChild(startBtn);
// Hide instructions after a delay
LK.setTimeout(function () {
tween(instructionsTxt, {
alpha: 0
}, {
duration: 1000
});
}, 5000);
// Set up obstacle spawning
obstacleTimer = LK.setInterval(function () {
createObstacle();
}, obstacleInterval);
// Increase difficulty over time
difficultyTimer = LK.setInterval(function () {
difficulty += 0.5;
obstacleSpeed = Math.min(15, 5 + difficulty);
obstacleInterval = Math.max(800, 2000 - difficulty * 200);
// Update existing obstacles
for (var i = 0; i < obstacles.length; i++) {
if (obstacles[i].active) {
obstacles[i].speed = obstacleSpeed;
}
}
// Clear and restart obstacle timer with new interval
LK.clearInterval(obstacleTimer);
obstacleTimer = LK.setInterval(function () {
createObstacle();
}, obstacleInterval);
}, 10000);
started = true;
}
// Handle start button click
startBtn.down = function () {
initGame();
};
// Check for collision between player and obstacles
function checkCollisions() {
for (var i = 0; i < obstacles.length; i++) {
var obstacle = obstacles[i];
// Skip inactive obstacles
if (!obstacle.active) {
continue;
}
// Check if player passed an obstacle for the first time
if (!obstacle.passed && player.x > obstacle.x) {
obstacle.passed = true;
score += 1;
scoreTxt.setText("Score: " + score);
LK.setScore(score);
LK.getSound('pass').play();
}
// Check for collision with the obstacle body (but not the opening)
if (player.intersects(obstacle) && !player.intersects(obstacle.opening)) {
// Player hit an obstacle
LK.getSound('hit').play();
LK.effects.flashScreen(0xff0000, 500);
LK.showGameOver();
return true;
}
}
return false;
}
// Clean up inactive obstacles
function cleanupObstacles() {
for (var i = obstacles.length - 1; i >= 0; i--) {
if (!obstacles[i].active) {
obstacles[i].destroy();
obstacles.splice(i, 1);
}
}
}
// Main game update loop
game.update = function () {
if (!started) {
return;
}
// Handle voice input
handleVoiceInput();
// Update player
player.update();
// Update obstacles
for (var i = 0; i < obstacles.length; i++) {
obstacles[i].update();
}
// Check for collisions
if (checkCollisions()) {
// Game over handling
return;
}
// Clean up off-screen obstacles
cleanupObstacles();
}; ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,336 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+var facekit = LK.import("@upit/facekit.v1");
+
+/****
+* Classes
+****/
+var NoteIndicator = Container.expand(function () {
+ var self = Container.call(this);
+ var indicatorGraphics = self.attachAsset('noteIndicator', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.setNote = function (noteIndex) {
+ // Position the indicator at its proper y location
+ self.y = getYPositionForNote(noteIndex);
+ };
+ return self;
+});
+var Obstacle = Container.expand(function () {
+ var self = Container.call(this);
+ // Main obstacle body
+ var obstacleGraphics = self.attachAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Opening in the obstacle
+ self.opening = new Container();
+ self.addChild(self.opening);
+ var openingGraphics = self.opening.attachAsset('opening', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 5;
+ self.active = true;
+ self.passed = false;
+ self.setOpeningPosition = function (y) {
+ self.opening.y = y;
+ };
+ self.update = function () {
+ if (!self.active) {
+ return;
+ }
+ self.x -= self.speed;
+ // Check if obstacle is off screen
+ if (self.x < -obstacleGraphics.width / 2) {
+ self.active = false;
+ }
+ };
+ return self;
+});
+var Player = Container.expand(function () {
+ var self = Container.call(this);
+ var playerGraphics = self.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.targetY = 0;
+ self.velocity = 0;
+ self.gravity = 0.5;
+ self.damping = 0.9;
+ self.update = function () {
+ // Move towards target position with physics
+ var distance = self.targetY - self.y;
+ self.velocity += distance * 0.08;
+ self.velocity *= self.damping;
+ self.y += self.velocity;
+ // Keep player within game bounds
+ if (self.y < 100) {
+ self.y = 100;
+ self.velocity = 0;
+ } else if (self.y > 2732 - 100) {
+ self.y = 2732 - 100;
+ self.velocity = 0;
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x121E40
+});
+
+/****
+* Game Code
+****/
+// Game constants
+var GAME_WIDTH = 2048;
+var GAME_HEIGHT = 2732;
+var NOTE_NAMES = ["Do", "Re", "Mi", "Fa", "Sol", "La", "Si", "Do"];
+var NOTE_FREQUENCIES = [262, 294, 330, 349, 392, 440, 494, 523]; // C4 to C5 frequencies in Hz
+var FREQUENCY_TOLERANCE = 15; // Hz tolerance for detecting notes
+// Game variables
+var player;
+var obstacles = [];
+var noteIndicators = [];
+var currentNote = -1;
+var score = 0;
+var started = false;
+var obstacleTimer;
+var difficultyTimer;
+var difficulty = 1;
+var obstacleSpeed = 5;
+var obstacleInterval = 2000;
+// Score display
+var scoreTxt = new Text2('Score: 0', {
+ size: 70,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(1, 0);
+LK.gui.topRight.addChild(scoreTxt);
+// Note display
+var noteTxt = new Text2('Sing a note!', {
+ size: 70,
+ fill: 0xFFFFFF
+});
+noteTxt.anchor.set(0, 0);
+LK.gui.topLeft.addChild(noteTxt);
+noteTxt.x = 100; // Move away from top left corner
+// Instructions display
+var instructionsTxt = new Text2('Sing notes (Do, Re, Mi...) to move up and down.\nAvoid obstacles by positioning correctly.', {
+ size: 50,
+ fill: 0xFFFFFF
+});
+instructionsTxt.anchor.set(0.5, 0);
+instructionsTxt.y = 100;
+LK.gui.top.addChild(instructionsTxt);
+// Start button
+var startBtn = new Container();
+var startBtnBg = startBtn.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 5,
+ scaleY: 2
+});
+startBtnBg.tint = 0x00ff00;
+var startBtnTxt = new Text2('START', {
+ size: 80,
+ fill: 0xFFFFFF
+});
+startBtnTxt.anchor.set(0.5, 0.5);
+startBtn.addChild(startBtnTxt);
+startBtn.x = GAME_WIDTH / 2;
+startBtn.y = GAME_HEIGHT / 2;
+game.addChild(startBtn);
+// Create note indicators on the side
+function createNoteIndicators() {
+ for (var i = 0; i < 8; i++) {
+ var indicator = new NoteIndicator();
+ indicator.x = 50;
+ indicator.setNote(i);
+ indicator.alpha = 0.5;
+ game.addChild(indicator);
+ noteIndicators.push(indicator);
+ }
+}
+// Get Y position based on note index (0-7 for Do to high Do)
+function getYPositionForNote(noteIndex) {
+ // Map note index to Y position (higher notes = higher position)
+ // Reserve space at top and bottom
+ var usableHeight = GAME_HEIGHT - 400;
+ return GAME_HEIGHT - 200 - noteIndex * (usableHeight / 7);
+}
+// Handle voice input and map to notes
+function handleVoiceInput() {
+ if (facekit.pitch > 0 && facekit.volume > 0.1) {
+ // Find closest note match
+ var detectedNote = -1;
+ var closestDistance = Infinity;
+ for (var i = 0; i < NOTE_FREQUENCIES.length; i++) {
+ var distance = Math.abs(facekit.pitch - NOTE_FREQUENCIES[i]);
+ if (distance < closestDistance && distance < FREQUENCY_TOLERANCE) {
+ closestDistance = distance;
+ detectedNote = i;
+ }
+ }
+ if (detectedNote !== -1) {
+ player.targetY = getYPositionForNote(detectedNote);
+ // Update current note display if changed
+ if (currentNote !== detectedNote) {
+ currentNote = detectedNote;
+ noteTxt.setText(NOTE_NAMES[currentNote]);
+ // Update indicators
+ for (var j = 0; j < noteIndicators.length; j++) {
+ noteIndicators[j].alpha = j === currentNote ? 1.0 : 0.5;
+ if (j === currentNote) {
+ tween(noteIndicators[j], {
+ scaleX: 1.5,
+ scaleY: 1.5
+ }, {
+ duration: 200,
+ onFinish: function onFinish() {
+ tween(noteIndicators[currentNote], {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 200
+ });
+ }
+ });
+ }
+ }
+ }
+ }
+ } else {
+ // No sound detected
+ currentNote = -1;
+ noteTxt.setText("Sing a note!");
+ }
+}
+// Create a new obstacle
+function createObstacle() {
+ var obstacle = new Obstacle();
+ obstacle.x = GAME_WIDTH + 200;
+ obstacle.y = GAME_HEIGHT / 2;
+ obstacle.speed = obstacleSpeed;
+ // Place opening at a random note position
+ var noteIndex = Math.floor(Math.random() * 8);
+ obstacle.setOpeningPosition(getYPositionForNote(noteIndex) - GAME_HEIGHT / 2);
+ game.addChild(obstacle);
+ obstacles.push(obstacle);
+ return obstacle;
+}
+// Initialize the game
+function initGame() {
+ // Create player
+ player = new Player();
+ player.x = 400;
+ player.y = GAME_HEIGHT / 2;
+ game.addChild(player);
+ // Create note indicators
+ createNoteIndicators();
+ // Start with an initial obstacle
+ createObstacle();
+ // Start background music
+ LK.playMusic('bgmusic');
+ // Hide start button
+ game.removeChild(startBtn);
+ // Hide instructions after a delay
+ LK.setTimeout(function () {
+ tween(instructionsTxt, {
+ alpha: 0
+ }, {
+ duration: 1000
+ });
+ }, 5000);
+ // Set up obstacle spawning
+ obstacleTimer = LK.setInterval(function () {
+ createObstacle();
+ }, obstacleInterval);
+ // Increase difficulty over time
+ difficultyTimer = LK.setInterval(function () {
+ difficulty += 0.5;
+ obstacleSpeed = Math.min(15, 5 + difficulty);
+ obstacleInterval = Math.max(800, 2000 - difficulty * 200);
+ // Update existing obstacles
+ for (var i = 0; i < obstacles.length; i++) {
+ if (obstacles[i].active) {
+ obstacles[i].speed = obstacleSpeed;
+ }
+ }
+ // Clear and restart obstacle timer with new interval
+ LK.clearInterval(obstacleTimer);
+ obstacleTimer = LK.setInterval(function () {
+ createObstacle();
+ }, obstacleInterval);
+ }, 10000);
+ started = true;
+}
+// Handle start button click
+startBtn.down = function () {
+ initGame();
+};
+// Check for collision between player and obstacles
+function checkCollisions() {
+ for (var i = 0; i < obstacles.length; i++) {
+ var obstacle = obstacles[i];
+ // Skip inactive obstacles
+ if (!obstacle.active) {
+ continue;
+ }
+ // Check if player passed an obstacle for the first time
+ if (!obstacle.passed && player.x > obstacle.x) {
+ obstacle.passed = true;
+ score += 1;
+ scoreTxt.setText("Score: " + score);
+ LK.setScore(score);
+ LK.getSound('pass').play();
+ }
+ // Check for collision with the obstacle body (but not the opening)
+ if (player.intersects(obstacle) && !player.intersects(obstacle.opening)) {
+ // Player hit an obstacle
+ LK.getSound('hit').play();
+ LK.effects.flashScreen(0xff0000, 500);
+ LK.showGameOver();
+ return true;
+ }
+ }
+ return false;
+}
+// Clean up inactive obstacles
+function cleanupObstacles() {
+ for (var i = obstacles.length - 1; i >= 0; i--) {
+ if (!obstacles[i].active) {
+ obstacles[i].destroy();
+ obstacles.splice(i, 1);
+ }
+ }
+}
+// Main game update loop
+game.update = function () {
+ if (!started) {
+ return;
+ }
+ // Handle voice input
+ handleVoiceInput();
+ // Update player
+ player.update();
+ // Update obstacles
+ for (var i = 0; i < obstacles.length; i++) {
+ obstacles[i].update();
+ }
+ // Check for collisions
+ if (checkCollisions()) {
+ // Game over handling
+ return;
+ }
+ // Clean up off-screen obstacles
+ cleanupObstacles();
+};
\ No newline at end of file