User prompt
Add variety to the melody by introducing multiple predefined spawn patterns. Alternate between at least four different melody patterns such as: Pattern A: [2, 2, 3, 3, 4, 4, 3, 3, 2] Pattern B: [4, 3, 2, 2, 1, 1, 2, 3] Pattern C: [1, 3, 2, 4, 1, 3, 2, 4] Pattern D: [4, 2, 4, 2, 3, 3, 1, 1] Cycle through these patterns in order to create a richer musical experience while maintaining the beat synchronization.
User prompt
Make the game endless. Loop the background drum track (gamesound3) continuously, and repeat the predefined melody spawn pattern indefinitely. Ensure the game does not end automatically when the music ends or a tile is missed. Allow players to keep playing as long as they like.
User prompt
Create a predefined tile spawn sequence to generate a melodic pattern using the following column order, repeated every 8 beats: [2, 2, 3, 3, 4, 4, 3, 3, 2] Use this pattern to spawn tiles so that when the player taps in time with the beat, it creates a harmonious melody using the note sounds (C4, E4, G4). Make sure tiles appear on beat intervals and always follow this pattern during the entire gameplay duration.
User prompt
Replace the background music with 'gamesounds3' and set MUSIC_DURATION to 22 seconds. Remove all melodic content from the background. Assign melodic note sounds to each column tap: - Column 1: noteA3 - Column 2: noteC4 - Column 3: noteE4 - Column 4: noteG4 Ensure that tapping the tiles produces the melody while the drum track plays underneath.
User prompt
Mute the melodic part of the background music. Only play a rhythmic backing track. Assign melodic note sounds (A3, C4, E4, G4) to the tile taps so the player creates the melody by tapping in time. Sync tile spawn to where notes would naturally occur in the melody.
User prompt
Set the background music to 'gamesound2' and set MUSIC_DURATION to 22 seconds. Adjust tile spawn intervals to match the beat of the track and ensure tile movement follows the rhythm of the song.
User prompt
Update tile tap sounds to match the harmonic scale of the background music. Use noteA3, noteC4, noteE4, and noteG4 for columns 1 to 4 respectively. Each tap should sound harmonious with gamesound1.
User prompt
Assign sound effects to tile taps: - Column 1: noteC4 - Column 2: noteD4 - Column 3: noteE4 - Column 4: noteG4 Play the respective sound when a tile is successfully tapped in each column.
User prompt
Assign sound effects to tile taps: - Column 1: noteC4 - Column 2: noteD4 - Column 3: noteE4 - Column 4: noteG4 Play the respective sound when a tile is successfully tapped in each column.
User prompt
Create a melodic piano tone for the note [C4/D4/E4/G4] that is crisp and game-friendly, lasting about 0.5 seconds.
User prompt
Set the background music to 'gamesound1'. Set the MUSIC_DURATION to [oฬrnek: 38] seconds. Set tile spawn interval to match the beat of gamesound1, e.g., every 375ms if it's 160 BPM. Ensure the music starts with the game and tiles are synchronized to the beat.
Code edit (1 edits merged)
Please save this source code
User prompt
Beat Drop - Rhythm Tap Challenge
Initial prompt
Create a rhythm game with 4 vertical columns. Black tiles fall from the top, timed to the beat of a background music track. Players must tap the tiles as they reach the bottom. Each successful tap plays a sound and gives a point. The game ends when the music finishes and displays a final score.
/**** * 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); // Visual feedback 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 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 spawnTile(melodyPattern[p]); 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
@@ -72,10 +72,19 @@
column.y = 0;
columns.push(column);
game.addChild(column);
}
-// Predefined melody pattern: [2, 2, 3, 3, 4, 4, 3, 3, 2] (using columns 1-4 instead of 0-3)
-var melodyPattern = [1, 1, 2, 2, 3, 3, 2, 2, 1]; // C4, C4, E4, E4, G4, G4, E4, E4, C4
+// 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
@@ -162,11 +171,18 @@
if (!gameStarted) {
return;
}
var currentTime = LK.ticks * (1000 / 60) - gameStartTime;
- // Spawn tiles according to endless repeating pattern
+ // Spawn tiles according to endless repeating pattern with pattern cycling
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