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 โฅ 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 โCombo x10!โ (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 โช Consider scaling 'comboText' up slightly for a popping effect โช๐ก 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 โช๐ก Consider importing and using the following plugins: @upit/tween.v1
User prompt
On successful tile tap: - Determine the tapped column (1โ4) - 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 โช๐ก 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) โช๐ก 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 โช๐ก 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 0โ0.35โ0, keep scale as set above - Fadeโout 300 ms with smooth easing โช๐ก 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. โช๐ก 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. โช๐ก 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. โช๐ก 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 โช๐ก 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 โช๐ก 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 โ 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 โช๐ก 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 โช๐ก 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 300โ400ms - 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 tileโs column only โช๐ก 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 (5โ6) 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 โช๐ก 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) โช๐ก 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 6โ8 and give them longer fade duration - Add a brief screen shake or flash if possible for dramatic feedback โช๐ก 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) โช๐ก 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 6โ8 and give them longer fade duration - Add a brief screen shake or flash if possible for dramatic feedback โช๐ก 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 3โ5 small 'trail1' particles radiating outward, fading as they move Ensure all effects sync with the note sound and do not block gameplay โช๐ก 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 โช๐ก 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. โช๐ก 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. โช๐ก 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 ****/ 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); } 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); // Create color burst effect with bright, saturated colors for each column var burstColors = [0x9932CC, 0x0000FF, 0xFFFF00, 0xFF0000]; // Purple, Blue, Yellow, Red var burstColor = burstColors[columnIndex]; // Create burst effect container var burstEffect = new Container(); burstEffect.x = hitTile.x; burstEffect.y = hitTile.y; game.addChild(burstEffect); // Create multiple burst particles for explosion effect for (var burst = 0; burst < 12; burst++) { var particle = LK.getAsset('tile', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.6, tint: burstColor }); burstEffect.addChild(particle); } // Create expanding glow ring effect var glowRing = LK.getAsset('tile', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8, tint: burstColor, alpha: 0.8 }); burstEffect.addChild(glowRing); // Animate glow ring expansion and fade tween(glowRing, { scaleX: 3.0, scaleY: 3.0, alpha: 0 }, { duration: 300, easing: tween.easeOut }); // Animate burst particles spreading outward for (var b = 0; b < burstEffect.children.length - 1; b++) { // -1 to exclude glow ring var particle = burstEffect.children[b]; var angle = b / (burstEffect.children.length - 1) * Math.PI * 2; var distance = 200; var targetX = Math.cos(angle) * distance; var targetY = Math.sin(angle) * distance; // Animate particle movement and fade tween(particle, { x: targetX, y: targetY, alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 300, easing: tween.easeOut }); } // Remove burst effect after animation tween(burstEffect, {}, { duration: 300, onFinish: function onFinish() { burstEffect.destroy(); } }); // Visual feedback for scoring if (points === 100) { LK.effects.flashObject(hitTile, 0x00ff00, 200); } else if (points === 50) { LK.effects.flashObject(hitTile, 0xffff00, 200); } 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]; } 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); 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
@@ -149,32 +149,52 @@
if (hitTile) {
hitTile.scored = true;
var points = calculateScore(bestDistance);
updateScore(points);
- // Create color burst effect with distinct colors for each column
- var burstColors = [0xFF6B6B, 0x4ECDC4, 0x45B7D1, 0x96CEB4]; // Red, Teal, Blue, Green
+ // Create color burst effect with bright, saturated colors for each column
+ var burstColors = [0x9932CC, 0x0000FF, 0xFFFF00, 0xFF0000]; // Purple, Blue, Yellow, Red
var burstColor = burstColors[columnIndex];
// Create burst effect container
var burstEffect = new Container();
burstEffect.x = hitTile.x;
burstEffect.y = hitTile.y;
game.addChild(burstEffect);
// Create multiple burst particles for explosion effect
- for (var burst = 0; burst < 8; burst++) {
+ for (var burst = 0; burst < 12; burst++) {
var particle = LK.getAsset('tile', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 0.3,
- scaleY: 0.3,
+ scaleX: 0.6,
+ scaleY: 0.6,
tint: burstColor
});
burstEffect.addChild(particle);
}
+ // Create expanding glow ring effect
+ var glowRing = LK.getAsset('tile', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.8,
+ scaleY: 0.8,
+ tint: burstColor,
+ alpha: 0.8
+ });
+ burstEffect.addChild(glowRing);
+ // Animate glow ring expansion and fade
+ tween(glowRing, {
+ scaleX: 3.0,
+ scaleY: 3.0,
+ alpha: 0
+ }, {
+ duration: 300,
+ easing: tween.easeOut
+ });
// Animate burst particles spreading outward
- for (var b = 0; b < burstEffect.children.length; b++) {
+ for (var b = 0; b < burstEffect.children.length - 1; b++) {
+ // -1 to exclude glow ring
var particle = burstEffect.children[b];
- var angle = b / burstEffect.children.length * Math.PI * 2;
- var distance = 150;
+ var angle = b / (burstEffect.children.length - 1) * Math.PI * 2;
+ var distance = 200;
var targetX = Math.cos(angle) * distance;
var targetY = Math.sin(angle) * distance;
// Animate particle movement and fade
tween(particle, {
@@ -183,15 +203,15 @@
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
}, {
- duration: 600,
+ duration: 300,
easing: tween.easeOut
});
}
// Remove burst effect after animation
tween(burstEffect, {}, {
- duration: 600,
+ duration: 300,
onFinish: function onFinish() {
burstEffect.destroy();
}
});