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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
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Vocal Ascent
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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() { if (currentNote !== -1) { 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
@@ -195,14 +195,16 @@
scaleY: 1.5
}, {
duration: 200,
onFinish: function onFinish() {
- tween(noteIndicators[currentNote], {
- scaleX: 1,
- scaleY: 1
- }, {
- duration: 200
- });
+ if (currentNote !== -1) {
+ tween(noteIndicators[currentNote], {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 200
+ });
+ }
}
});
}
}