User prompt
Add a visible combo counter to the top-right corner of the screen: - Initialize comboCounter = 0 - On each successful tile tap, increment comboCounter by 1 - On tile miss, reset comboCounter to 0 - Display current combo count using text element 'comboDisplay' - If comboCounter < 2, hide comboDisplay - If comboCounter ≥ 2, show text: "Combo x[comboCounter]" Style: - Position: Top-right (screenWidth - 100, 40) - Font size: 24px - Color: White or yellow - Bold or outlined for visibility
User prompt
On every 10-hit combo (comboCounter % 10 === 0): - Spawn 'comboText' at (screen center X, 100px from top) - Set text to “Combo x10!” (or x20, x30, etc. depending on comboCounter) - Fade in over 150ms, hold 400ms, then fade out over 300ms - Spawn 'comboGlow' behind tiles with opacity 0.5 and fade it out over 400ms - Combo counter resets to 0 on missed tile ↪ Consider scaling 'comboText' up slightly for a popping effect ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Track combo count (consecutive successful tile taps without miss) On every 10-hit combo streak: - Show 'comboGlow' overlay centered on screen - Fade it in to 0.5 opacity and out over 300ms using easing - Spawn text 'Combo x10!' slightly above screen center - Fade out text over 500ms - Reset or continue combo counter ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
On successful tile tap: - Determine the tapped column (1–4) - Spawn the corresponding overlay asset ('columnFlash1' to 'columnFlash4') at the tile's position - Animate it upward by 100px over 150ms using ease-out - Then animate it downward to original position over 150ms using ease-in - Fade out overlay over full 300ms duration - Ensure this animation does not block tile input ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
On successful tile tap: - Spawn 'columnFlashX' (corresponding to tapped column) at tile position - Animate it moving upward by 100px over 150ms - Then animate it moving back down to original position over 150ms - Apply easing to both directions - Fade out over the full duration (optional) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
On every beat (375ms), fade in 'backgrayoverlay' to opacity 0.35 and fade back out over 300ms using smooth easing ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
At game start: - Set pulseFlash1 anchor to screen center - Scale pulseFlash1 so its width = screen width and its height = screen height (maintain aspect ratio) On every beat (375 ms): - Animate pulseFlash1 opacity 0→0.35→0, keep scale as set above - Fade‐out 300 ms with smooth easing ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Center "pulseFlash1" on screen; keep scale 1. On each beat: fade to opacity 0.3, then back to 0 over 300 ms. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Center pulseFlashFull on screen; keep scale 3. On each beat: fade to opacity 0.3, then back to 0 over 300 ms. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Center pulseFlashFull on screen; keep scale 1. On each beat: fade to opacity 0.3, then back to 0 over 300 ms. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
On every beat (375ms), fade in 'pulseFlash1' to opacity 0.35 and scale it to 1.2 Then fade out over 300ms with smooth easing ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add image asset 'pulseFlash1' to the center of the screen, behind the falling tiles Start with opacity 0 and scale 1 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make rhythmic background animation more visible: - Increase brightness/pulse intensity to 15% - Slightly scale background overlay (1.0 → 1.05) on beat - Add soft hue shift or gradient motion synced with beat - Ensure background overlay is layered above base background but behind falling tiles - Use 250ms smooth transitions triggered every 375ms for 160 BPM beat ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add rhythmic animated background synced to the beat: - Make background pulse in scale or brightness slightly with each beat - Use smooth easing and low opacity transitions (max 10% brightness shift) - Optionally rotate or shift gradient subtly over time - Increase animation intensity slightly with player score milestones - Ensure animation does not interfere with tile visibility ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Create a column-based visual effect when a tile is tapped: - Light up the entire column (top to bottom) with a bright overlay color matching the tile - Use a vertical color flash or pulse that fades within 300–400ms - Overlay should appear behind or blended with existing tiles - Use smooth easing and mild blur for soft visual effect - Avoid full-screen flashes; restrict effect to the tile’s column only ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Enhance impact without overwhelming the screen: - Keep 'burst1' and 'glowring1' size within 1.5x tile size - Use vivid colors and strong opacity, but apply a radial gradient or soft blur - Increase particle count slightly (5–6) with small movement radius (within 80px) - Add a short spark line animation or crossfade flash near the tile - Stagger effects by 50ms per column to reduce simultaneous flashing - Keep total animation duration under 400ms with smooth easing ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Limit visual effects to the tapped tile area: - Reduce the size and opacity of 'burst1' and 'glowring1' to avoid covering the whole screen - Ensure effects are centered on the tile and not scaled beyond tile bounds - Remove or minimize any global screen-wide flashes or shakes - Keep all effects localized and subtle, fading quickly (under 250ms) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make visual effects more prominent: - Double the size and brightness of 'burst1' and 'glowring1' effects - Increase the number of 'trail1' particles to 6–8 and give them longer fade duration - Add a brief screen shake or flash if possible for dramatic feedback ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Limit visual effects to the tapped tile area: - Reduce the size and opacity of 'burst1' and 'glowring1' to avoid covering the whole screen - Ensure effects are centered on the tile and not scaled beyond tile bounds - Remove or minimize any global screen-wide flashes or shakes - Keep all effects localized and subtle, fading quickly (under 250ms) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make visual effects more prominent: - Double the size and brightness of 'burst1' and 'glowring1' effects - Increase the number of 'trail1' particles to 6–8 and give them longer fade duration - Add a brief screen shake or flash if possible for dramatic feedback ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When a tile is successfully tapped: - Spawn 'burst1' at the tile's position and animate it expanding and fading over 300ms - Overlay 'glowring1' with matching column color, scaled up smoothly and faded out - Optionally emit 3–5 small 'trail1' particles radiating outward, fading as they move Ensure all effects sync with the note sound and do not block gameplay ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Enhance the color burst effect when a tile is tapped: - Make the burst larger and more vivid - Use bright, saturated colors specific to each column: - Column 1: Purple - Column 2: Blue - Column 3: Yellow - Column 4: Red - The effect should include a short glow or ring that expands and fades - Add a soft particle trail or flash that radiates outward from the tap point - Fade the burst over 300ms with smooth easing ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add a visual color burst or glow effect on a tile when it's successfully tapped. Use a distinct, vibrant color for each column's note. The effect should appear instantly and fade out smoothly to give musical feedback. If possible, add a short trailing effect or explosion burst when the tile is hit. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add color transitions to the background or tile trails based on the active melody pattern or player score milestones. Make sure transitions are rhythmic and smooth. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Introduce controlled randomness to the melody. Occasionally vary the spawn column within the beat structure to prevent repetition, while keeping the overall melody harmonious and rhythmic.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Column = Container.expand(function () { var self = Container.call(this); var columnGraphics = self.attachAsset('column', { anchorX: 0.5, anchorY: 0, alpha: 0.3 }); var scoreZone = self.attachAsset('scoreZone', { anchorX: 0.5, anchorY: 0.5, y: 2732 - 200, alpha: 0.4 }); self.scoreZoneY = 2732 - 200; return self; }); var Tile = Container.expand(function () { var self = Container.call(this); var tileGraphics = self.attachAsset('tile', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6; self.columnIndex = 0; self.scored = false; self.missed = false; self.update = function () { self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ // Background color transition variables var currentBgColor = 0x1a1a2e; var patternColors = [0x1a1a2e, // Pattern A - Deep blue 0x2e1a1a, // Pattern B - Deep red 0x1a2e1a, // Pattern C - Deep green 0x2e2e1a // Pattern D - Deep yellow ]; var scoreColors = [0x1a1a2e, // Default 0x2a1a3e, // 500+ points 0x3a1a4e, // 1000+ points 0x4a1a5e, // 1500+ points 0x5a1a6e // 2000+ points ]; var columns = []; var tiles = []; var score = 0; var gameStarted = false; var musicDuration = 22000; // 22 seconds var gameStartTime = 0; var perfectZone = 50; var goodZone = 100; var pianoTones = ['noteA3', 'noteC4', 'noteE4', 'noteG4']; // Create UI var scoreTxt = new Text2('Score: 0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create columns var columnWidth = 2048 / 4; for (var i = 0; i < 4; i++) { var column = new Column(); column.x = i * columnWidth + columnWidth / 2; column.y = 0; columns.push(column); game.addChild(column); } // Multiple predefined melody patterns for variety var melodyPatterns = [[1, 1, 2, 2, 3, 3, 2, 2, 1], // Pattern A: C4, C4, E4, E4, G4, G4, E4, E4, C4 [3, 2, 1, 1, 0, 0, 1, 2], // Pattern B: G4, E4, C4, C4, A3, A3, C4, E4 [0, 2, 1, 3, 0, 2, 1, 3], // Pattern C: A3, E4, C4, G4, A3, E4, C4, G4 [3, 1, 3, 1, 2, 2, 0, 0] // Pattern D: G4, C4, G4, C4, E4, E4, A3, A3 ]; var currentPatternIndex = 0; var melodyPattern = melodyPatterns[currentPatternIndex]; var spawnPattern = []; var beatInterval = 500; // 500ms per beat for steady rhythm var patternRepeatDuration = melodyPattern.length * beatInterval; // 9 beats = 4500ms per pattern // Generate spawn pattern by repeating the melody pattern throughout the game duration var currentTime = 500; // Start after 500ms var patternPosition = 0; while (currentTime < musicDuration) { spawnPattern.push({ time: currentTime, columns: [melodyPattern[patternPosition]] }); currentTime += beatInterval; patternPosition = (patternPosition + 1) % melodyPattern.length; } var patternIndex = 0; function spawnTile(columnIndex) { var tile = new Tile(); tile.columnIndex = columnIndex; tile.x = columns[columnIndex].x; tile.y = -60; tiles.push(tile); game.addChild(tile); // Add subtle color variation based on column var columnColors = [0x000000, 0x111111, 0x222222, 0x333333]; tween(tile, { tint: columnColors[columnIndex] }, { duration: 100, easing: tween.easeOut }); } function calculateScore(distance) { if (distance <= perfectZone) { return 100; } else if (distance <= goodZone) { return 50; } return 0; } function updateScore(points) { score += points; scoreTxt.setText('Score: ' + score); } game.down = function (x, y, obj) { if (!gameStarted) { gameStarted = true; gameStartTime = LK.ticks * (1000 / 60); LK.playMusic('gamesound3_backing', { loop: true }); return; } // Determine which column was tapped var columnIndex = Math.floor(x / columnWidth); if (columnIndex < 0) columnIndex = 0; if (columnIndex > 3) columnIndex = 3; var hitTile = null; var bestDistance = Infinity; // Find the closest tile in the tapped column within scoring range for (var i = 0; i < tiles.length; i++) { var tile = tiles[i]; if (tile.columnIndex === columnIndex && !tile.scored && !tile.missed) { var scoreZoneY = columns[columnIndex].scoreZoneY; var distance = Math.abs(tile.y - scoreZoneY); if (distance <= goodZone && distance < bestDistance) { bestDistance = distance; hitTile = tile; } } } if (hitTile) { hitTile.scored = true; var points = calculateScore(bestDistance); updateScore(points); // Enhanced visual feedback with color transitions if (points === 100) { LK.effects.flashObject(hitTile, 0x00ff00, 200); // Perfect hit - create golden trail effect tween(hitTile, { tint: 0xffd700, scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.bounceOut }); } else if (points === 50) { LK.effects.flashObject(hitTile, 0xffff00, 200); // Good hit - create silver trail effect tween(hitTile, { tint: 0xc0c0c0, scaleX: 1.1, scaleY: 1.1 }, { duration: 200, easing: tween.easeOut }); } LK.getSound(pianoTones[columnIndex]).play(); // Remove tile hitTile.destroy(); for (var j = tiles.length - 1; j >= 0; j--) { if (tiles[j] === hitTile) { tiles.splice(j, 1); break; } } } }; game.update = function () { if (!gameStarted) { return; } var currentTime = LK.ticks * (1000 / 60) - gameStartTime; // Spawn tiles according to endless repeating pattern with pattern cycling and controlled randomness var patternTime = currentTime % patternRepeatDuration; // Loop the pattern timing var shouldSpawn = false; // Check if we need to switch to the next pattern var patternCycleTime = Math.floor(currentTime / patternRepeatDuration); var newPatternIndex = patternCycleTime % melodyPatterns.length; if (newPatternIndex !== currentPatternIndex) { currentPatternIndex = newPatternIndex; melodyPattern = melodyPatterns[currentPatternIndex]; // Smooth background color transition when pattern changes var newBgColor = patternColors[currentPatternIndex]; if (newBgColor !== currentBgColor) { tween(game, { backgroundColor: newBgColor }, { duration: 1000, easing: tween.easeInOut }); currentBgColor = newBgColor; } } // Check for score milestone color transitions var scoreColorIndex = Math.min(Math.floor(score / 500), scoreColors.length - 1); var targetScoreColor = scoreColors[scoreColorIndex]; if (targetScoreColor !== currentBgColor && score > 0) { // Blend pattern color with score color for dynamic background var blendedColor = (targetScoreColor + patternColors[currentPatternIndex]) / 2; tween(game, { backgroundColor: blendedColor }, { duration: 800, easing: tween.easeOut }); currentBgColor = blendedColor; } for (var p = 0; p < melodyPattern.length; p++) { var spawnTime = p * beatInterval + 500; // Add initial 500ms offset if (Math.abs(patternTime - spawnTime) < 16) { // 16ms tolerance for 60fps var targetColumn = melodyPattern[p]; var finalColumn = targetColumn; // Add controlled randomness - 20% chance to vary the column if (Math.random() < 0.2) { // Define harmonic variations for each base column var harmonicVariations = [[0, 1], // A3 can vary to C4 [1, 2], // C4 can vary to E4 [2, 3, 1], // E4 can vary to G4 or back to C4 [3, 2] // G4 can vary to E4 ]; var variations = harmonicVariations[targetColumn]; if (variations && variations.length > 0) { finalColumn = variations[Math.floor(Math.random() * variations.length)]; } } spawnTile(finalColumn); // Add rhythmic column highlight effect var targetColumn = columns[finalColumn]; tween(targetColumn, { alpha: 0.8 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(targetColumn, { alpha: 0.3 }, { duration: 350, easing: tween.easeIn }); } }); shouldSpawn = true; break; } } // Update tiles and check for misses for (var i = tiles.length - 1; i >= 0; i--) { var tile = tiles[i]; // Check if tile passed the scoring zone without being hit if (!tile.scored && !tile.missed && tile.y > columns[tile.columnIndex].scoreZoneY + goodZone) { tile.missed = true; LK.effects.flashObject(tile, 0xff0000, 300); LK.getSound('miss').play(); } // Remove tiles that are off screen if (tile.y > 2732 + 100) { tile.destroy(); tiles.splice(i, 1); } } };
===================================================================
--- original.js
+++ change.js
@@ -47,8 +47,28 @@
/****
* Game Code
****/
+// Background color transition variables
+var currentBgColor = 0x1a1a2e;
+var patternColors = [0x1a1a2e,
+// Pattern A - Deep blue
+0x2e1a1a,
+// Pattern B - Deep red
+0x1a2e1a,
+// Pattern C - Deep green
+0x2e2e1a // Pattern D - Deep yellow
+];
+var scoreColors = [0x1a1a2e,
+// Default
+0x2a1a3e,
+// 500+ points
+0x3a1a4e,
+// 1000+ points
+0x4a1a5e,
+// 1500+ points
+0x5a1a6e // 2000+ points
+];
var columns = [];
var tiles = [];
var score = 0;
var gameStarted = false;
@@ -105,8 +125,16 @@
tile.x = columns[columnIndex].x;
tile.y = -60;
tiles.push(tile);
game.addChild(tile);
+ // Add subtle color variation based on column
+ var columnColors = [0x000000, 0x111111, 0x222222, 0x333333];
+ tween(tile, {
+ tint: columnColors[columnIndex]
+ }, {
+ duration: 100,
+ easing: tween.easeOut
+ });
}
function calculateScore(distance) {
if (distance <= perfectZone) {
return 100;
@@ -149,13 +177,31 @@
if (hitTile) {
hitTile.scored = true;
var points = calculateScore(bestDistance);
updateScore(points);
- // Visual feedback
+ // Enhanced visual feedback with color transitions
if (points === 100) {
LK.effects.flashObject(hitTile, 0x00ff00, 200);
+ // Perfect hit - create golden trail effect
+ tween(hitTile, {
+ tint: 0xffd700,
+ scaleX: 1.2,
+ scaleY: 1.2
+ }, {
+ duration: 200,
+ easing: tween.bounceOut
+ });
} else if (points === 50) {
LK.effects.flashObject(hitTile, 0xffff00, 200);
+ // Good hit - create silver trail effect
+ tween(hitTile, {
+ tint: 0xc0c0c0,
+ scaleX: 1.1,
+ scaleY: 1.1
+ }, {
+ duration: 200,
+ easing: tween.easeOut
+ });
}
LK.getSound(pianoTones[columnIndex]).play();
// Remove tile
hitTile.destroy();
@@ -180,9 +226,34 @@
var newPatternIndex = patternCycleTime % melodyPatterns.length;
if (newPatternIndex !== currentPatternIndex) {
currentPatternIndex = newPatternIndex;
melodyPattern = melodyPatterns[currentPatternIndex];
+ // Smooth background color transition when pattern changes
+ var newBgColor = patternColors[currentPatternIndex];
+ if (newBgColor !== currentBgColor) {
+ tween(game, {
+ backgroundColor: newBgColor
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut
+ });
+ currentBgColor = newBgColor;
+ }
}
+ // Check for score milestone color transitions
+ var scoreColorIndex = Math.min(Math.floor(score / 500), scoreColors.length - 1);
+ var targetScoreColor = scoreColors[scoreColorIndex];
+ if (targetScoreColor !== currentBgColor && score > 0) {
+ // Blend pattern color with score color for dynamic background
+ var blendedColor = (targetScoreColor + patternColors[currentPatternIndex]) / 2;
+ tween(game, {
+ backgroundColor: blendedColor
+ }, {
+ duration: 800,
+ easing: tween.easeOut
+ });
+ currentBgColor = blendedColor;
+ }
for (var p = 0; p < melodyPattern.length; p++) {
var spawnTime = p * beatInterval + 500; // Add initial 500ms offset
if (Math.abs(patternTime - spawnTime) < 16) {
// 16ms tolerance for 60fps
@@ -204,8 +275,24 @@
finalColumn = variations[Math.floor(Math.random() * variations.length)];
}
}
spawnTile(finalColumn);
+ // Add rhythmic column highlight effect
+ var targetColumn = columns[finalColumn];
+ tween(targetColumn, {
+ alpha: 0.8
+ }, {
+ duration: 150,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(targetColumn, {
+ alpha: 0.3
+ }, {
+ duration: 350,
+ easing: tween.easeIn
+ });
+ }
+ });
shouldSpawn = true;
break;
}
}