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oyun başladığında MasterOfUpit isimli asset gecikmesiz çalsın. çalan müzikte senkron sorunu olmaması için optimize et
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Kayıt alirken gelen notalari iptal et ve oyun bitmesin
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oyunun default başlangıç notalarını şu şekilde değiştir: var songNotes = [ { tick: 0, type: 'hihat' }, { tick: 2, type: 'kick' }, { tick: 19, type: 'hihat' }, { tick: 38, type: 'hihat' }, { tick: 38, type: 'snare' }, { tick: 58, type: 'hihat' }, { tick: 68, type: 'kick' }, { tick: 74, type: 'hihat' }, { tick: 78, type: 'kick' }, { tick: 84, type: 'hihat' }, { tick: 107, type: 'hihat' }, { tick: 107, type: 'kick' }, { tick: 127, type: 'hihat' }, { tick: 128, type: 'snare' }, { tick: 148, type: 'hihat' }, { tick: 166, type: 'hihat' }, { tick: 167, type: 'kick' }, { tick: 186, type: 'hihat' }, { tick: 205, type: 'hihat' }, { tick: 205, type: 'snare' }, { tick: 226, type: 'hihat' }, { tick: 245, type: 'hihat' }, { tick: 245, type: 'kick' }, { tick: 265, type: 'hihat' }, { tick: 265, type: 'kick' }, { tick: 284, type: 'hihat' }, { tick: 285, type: 'snare' }, { tick: 307, type: 'hihat' }, { tick: 328, type: 'kick' }, { tick: 328, type: 'crash1' }, ];
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oyunun default başlangıç notalarını şu şekilde değiştir: var songNotes = [ { tick: 0, type: 'kick' }, { tick: 32, type: 'snare' }, { tick: 48, type: 'kick' }, { tick: 60, type: 'kick' }, { tick: 92, type: 'snare' }, { tick: 144, type: 'kick' }, { tick: 159, type: 'snare' }, { tick: 174, type: 'kick' }, { tick: 187, type: 'kick' }, { tick: 217, type: 'snare' }, { tick: 251, type: 'kick' }, { tick: 282, type: 'snare' }, { tick: 301, type: 'kick' }, { tick: 311, type: 'kick' }, { tick: 345, type: 'snare' }, { tick: 395, type: 'kick' }, { tick: 412, type: 'snare' }, { tick: 426, type: 'kick' }, { tick: 440, type: 'kick' }, { tick: 470, type: 'snare' }, ];
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Show recorded notes as code in the console when stopping recording
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Please fix the bug: 'Uncaught TypeError: LK.log is not a function' in or related to this line: 'LK.log(noteCode);' Line Number: 283
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// Kayıt modundan çıkarken notaları otomatik olarak kod formatında göster function stopRecording() { isRecording = false; if (recordedNotes.length > 0) { var minTick = recordedNotes[0].tick; for (var i = 0; i < recordedNotes.length; i++) { recordedNotes[i].tick -= minTick; } songNotes = recordedNotes; // Bu kısım yeni: Notaları kod olarak yazdır var noteCode = "var songNotes = [\n"; for (var i = 0; i < songNotes.length; i++) { var n = songNotes[i]; noteCode += ` { tick: ${n.tick}, lane: ${n.lane} },\n`; } noteCode += "];\n"; LK.log(noteCode); // Bunu konsola yaz } }
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Please fix the bug: 'Uncaught TypeError: LK.log is not a function' in or related to this line: 'LK.log(noteCode);' Line Number: 283
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// Kayıt modundan çıkarken notaları otomatik olarak kod formatında göster function stopRecording() { isRecording = false; if (recordedNotes.length > 0) { var minTick = recordedNotes[0].tick; for (var i = 0; i < recordedNotes.length; i++) { recordedNotes[i].tick -= minTick; } songNotes = recordedNotes; // Bu kısım yeni: Notaları kod olarak yazdır var noteCode = "var songNotes = [\n"; for (var i = 0; i < songNotes.length; i++) { var n = songNotes[i]; noteCode += ` { tick: ${n.tick}, lane: ${n.lane} },\n`; } noteCode += "];\n"; LK.log(noteCode); // Bunu konsola yaz } }
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hala daha notalar hızlı geliyor notaların arasındaki mesafeyi yükselt
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notalar fazla hızlı geldi ve şarkı hemen bitti bunu düzelt
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gelen notaları 4/4 lük bir basit bateri ritmiyle değiştir
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Sadece bu kayittaki notaları yukle
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Simdi çalacağım ritmi kaydet ve onu yeni bir level haline getir
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Gelen davul notaları micheal jackson- beat it şarkısını calacak sekilde olsun
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Tuşların araliklarini ve genislet ekranin en solundan en sagina kadar uzansin ve ekranin yanlarında boşluk olmasın
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Hihat ve tomun yerlerini birbiriyle degistir
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Bazen sesler gecikiyor veya gelmeyebiliyor bunu optimize et
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Tiklanacak yerleri biraz daha buyut ve esit uzaklikta yap
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her bateriye bir ses ekle ve dokunulduğunda ses çalsın
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baterinin yerlerini; kick ortada, hihat en sağda, snare hihatın solunda, crash en solda, tom ise kick ve crashın ortasında olacak şekilde değiştir.
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crash ve tomların sayısını 1 tane olacak şekilde değiştir
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Drum Hero: Ritim Ustası
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // DrumPad: Interactive drum pad at the bottom var DrumPad = Container.expand(function () { var self = Container.call(this); // .padType: 'kick', 'snare', etc. (set after creation) self.padType = null; self.asset = null; // .isPressed: for visual feedback self.isPressed = false; // Set up asset self.setPadType = function (type) { self.padType = type; var assetId = type + 'Pad'; if (self.asset) self.removeChild(self.asset); var size = PAD_SIZES[type]; self.asset = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, width: size ? size.w : undefined, height: size ? size.h : undefined }); }; // Visual feedback on press self.flash = function () { if (!self.asset) return; tween(self.asset, { alpha: 0.5 }, { duration: 60, onFinish: function onFinish() { tween(self.asset, { alpha: 1 }, { duration: 120 }); } }); }; return self; }); // Note: Falling note bar var Note = Container.expand(function () { var self = Container.call(this); // .noteType: 'kick', 'snare', etc. self.noteType = null; self.asset = null; self.hit = false; // If already hit self.setNoteType = function (type) { self.noteType = type; var assetId = type + 'Note'; if (self.asset) self.removeChild(self.asset); self.asset = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); }; // Called every tick self.update = function () { self.y += noteSpeed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // --- Game constants --- // Drum pads (kick, snare, hi-hat, tom1, tom2, crash1, crash2) // Note bars (falling notes) // Sounds for each drum // Music track // Drum pad sounds var PAD_TYPES = ['kick', 'snare', 'hihat', 'tom1', 'crash1']; var PAD_COLS = PAD_TYPES.length; var GAME_W = 2048, GAME_H = 2732; var PAD_Y = GAME_H - 320; // Y position for pads // --- Pad Sizing and Full-Width Layout --- // Each pad will be as wide as possible, with no side gaps, and all pads will be adjacent. var PAD_SIZES = {}; var PAD_X_POSITIONS = {}; var padWidth = GAME_W / PAD_COLS; var padCenterY = PAD_Y; for (var i = 0; i < PAD_COLS; i++) { var type = PAD_TYPES[i]; // Pad width: fill the column, pad height: keep previous aspect ratio (or max of previous) // We'll use the original aspect ratio for each pad type, but scale width to padWidth // Use original aspect ratios from previous PAD_SIZES var origSizes = { 'kick': { w: 420, h: 210 }, 'snare': { w: 340, h: 170 }, 'hihat': { w: 300, h: 150 }, 'tom1': { w: 320, h: 160 }, 'crash1': { w: 340, h: 170 } }; var aspect = origSizes[type].h / origSizes[type].w; var w = padWidth; var h = w * aspect; PAD_SIZES[type] = { w: w, h: h }; // Center of each pad: left edge + half width + i*padWidth PAD_X_POSITIONS[type] = i * padWidth + padWidth / 2; } // Swap hihat and tom1 X positions var tmpX = PAD_X_POSITIONS['hihat']; PAD_X_POSITIONS['hihat'] = PAD_X_POSITIONS['tom1']; PAD_X_POSITIONS['tom1'] = tmpX; // Note spawn area (top) var NOTE_START_Y = -60; var NOTE_TARGET_Y = PAD_Y - 80; // Where notes should be hit // Note speed (pixels per frame) var noteSpeed = 18; // Timing window (pixels): how close to NOTE_TARGET_Y is a "hit" var HIT_WINDOW = 100; // --- State --- var pads = []; var notes = []; var score = 0; var combo = 0; var maxCombo = 0; var lastTick = 0; var noteIndex = 0; var isPlaying = false; var songStartTick = 0; // --- UI --- var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var comboTxt = new Text2('', { size: 70, fill: 0xFFE066 }); comboTxt.anchor.set(0.5, 0); LK.gui.top.addChild(comboTxt); comboTxt.y = 130; // --- Song Data (simple pattern for MVP) --- // Each entry: {tick: <when to spawn>, type: <padType>} var songNotes = []; (function () { // Simple repeating pattern for MVP var pattern = [{ type: 'kick', delay: 0 }, { type: 'snare', delay: 18 }, { type: 'hihat', delay: 18 }, { type: 'kick', delay: 18 }, { type: 'snare', delay: 18 }, { type: 'tom1', delay: 18 }, { type: 'crash1', delay: 36 }]; var t = 0; for (var i = 0; i < 32; i++) { for (var j = 0; j < pattern.length; j++) { songNotes.push({ tick: t, type: pattern[j].type }); t += pattern[j].delay; } } })(); // --- Create Drum Pads --- for (var i = 0; i < PAD_COLS; i++) { var pad = new DrumPad(); pad.setPadType(PAD_TYPES[i]); pad.x = PAD_X_POSITIONS[PAD_TYPES[i]]; pad.y = PAD_Y; pad.padIndex = i; pads.push(pad); game.addChild(pad); } // --- Pad Touch Handling --- var activePad = null; function getPadAt(x, y) { for (var i = 0; i < pads.length; i++) { var pad = pads[i]; var dx = x - pad.x, dy = y - pad.y; var rx = pad.asset.width / 2, ry = pad.asset.height / 2; if (dx * dx / (rx * rx) + dy * dy / (ry * ry) <= 1) return pad; } return null; } game.down = function (x, y, obj) { var pad = getPadAt(x, y); if (pad) { activePad = pad; handlePadHit(pad); } }; game.move = function (x, y, obj) { // For multi-touch, could be extended }; game.up = function (x, y, obj) { activePad = null; }; // --- Note Spawning --- function spawnNote(type) { var note = new Note(); note.setNoteType(type); note.x = PAD_X_POSITIONS[type]; note.y = NOTE_START_Y; note.noteType = type; note.hit = false; notes.push(note); game.addChild(note); } // --- Pad Hit Logic --- function handlePadHit(pad) { // Play sound var soundId = pad.padType + 'Sound'; var sound = LK.getSound(soundId); if (sound) { if (sound.stop) sound.stop(); // Stop if already playing to avoid overlap/delay sound.play(); } // Visual feedback pad.flash(); // Find closest note of this type in hit window var bestNote = null, bestDist = HIT_WINDOW; for (var i = 0; i < notes.length; i++) { var note = notes[i]; if (note.hit) continue; if (note.noteType !== pad.padType) continue; var dist = Math.abs(note.y - NOTE_TARGET_Y); if (dist < bestDist) { bestDist = dist; bestNote = note; } } if (bestNote) { // Hit! bestNote.hit = true; LK.effects.flashObject(bestNote, 0xffffff, 120); tween(bestNote, { alpha: 0 }, { duration: 120, onFinish: function onFinish() { bestNote.destroy(); } }); notes.splice(notes.indexOf(bestNote), 1); score += 100; combo += 1; if (combo > maxCombo) maxCombo = combo; scoreTxt.setText(score); comboTxt.setText(combo > 1 ? combo + 'x' : ''); } else { // Miss! LK.effects.flashScreen(0xff0000, 200); combo = 0; comboTxt.setText(''); } } // --- Game Update --- game.update = function () { if (!isPlaying) return; // Spawn notes according to songNotes var relTick = LK.ticks - songStartTick; while (noteIndex < songNotes.length && songNotes[noteIndex].tick <= relTick) { spawnNote(songNotes[noteIndex].type); noteIndex++; } // Update notes, check for misses for (var i = notes.length - 1; i >= 0; i--) { var note = notes[i]; note.update(); if (!note.hit && note.y > NOTE_TARGET_Y + HIT_WINDOW) { // Missed note LK.effects.flashObject(note, 0xff0000, 120); tween(note, { alpha: 0 }, { duration: 120, onFinish: function onFinish() { note.destroy(); } }); notes.splice(i, 1); combo = 0; comboTxt.setText(''); } // Remove notes that go off screen if (note.y > GAME_H + 100) { if (notes.indexOf(note) !== -1) notes.splice(notes.indexOf(note), 1); note.destroy(); } } // End of song if (noteIndex >= songNotes.length && notes.length === 0) { isPlaying = false; LK.showYouWin(); } }; // --- Start Game --- function startGame() { score = 0; combo = 0; maxCombo = 0; scoreTxt.setText('0'); comboTxt.setText(''); notes = []; noteIndex = 0; isPlaying = true; songStartTick = LK.ticks; // Preload all drum sounds to reduce latency var preloadSounds = ['kickSound', 'snareSound', 'hihatSound', 'tom1Sound', 'crash1Sound']; for (var i = 0; i < preloadSounds.length; i++) { var s = LK.getSound(preloadSounds[i]); if (s && s.play) { // Play at zero volume to warm up, then stop immediately s.volume = 0; s.play(); if (s.stop) s.stop(); s.volume = 1; } } LK.playMusic('drumTrack'); } startGame(); // --- Game Over Handling (missed notes or end of song) --- // Handled by LK.showYouWin() or LK.showGameOver() as needed // --- Responsive UI (center score) --- scoreTxt.x = LK.gui.top.width / 2; comboTxt.x = LK.gui.top.width / 2;
===================================================================
--- original.js
+++ change.js
@@ -88,36 +88,50 @@
var PAD_COLS = PAD_TYPES.length;
var GAME_W = 2048,
GAME_H = 2732;
var PAD_Y = GAME_H - 320; // Y position for pads
-// --- Pad Sizing and Equal Spacing ---
-var PAD_SIZES = {
- 'kick': {
- w: 420,
- h: 210
- },
- 'snare': {
- w: 340,
- h: 170
- },
- 'hihat': {
- w: 300,
- h: 150
- },
- 'tom1': {
- w: 320,
- h: 160
- },
- 'crash1': {
- w: 340,
- h: 170
- }
-};
-// Calculate equal spacing for pads
+// --- Pad Sizing and Full-Width Layout ---
+// Each pad will be as wide as possible, with no side gaps, and all pads will be adjacent.
+var PAD_SIZES = {};
var PAD_X_POSITIONS = {};
-var padSpacing = GAME_W / (PAD_COLS + 1);
+var padWidth = GAME_W / PAD_COLS;
+var padCenterY = PAD_Y;
for (var i = 0; i < PAD_COLS; i++) {
- PAD_X_POSITIONS[PAD_TYPES[i]] = padSpacing * (i + 1);
+ var type = PAD_TYPES[i];
+ // Pad width: fill the column, pad height: keep previous aspect ratio (or max of previous)
+ // We'll use the original aspect ratio for each pad type, but scale width to padWidth
+ // Use original aspect ratios from previous PAD_SIZES
+ var origSizes = {
+ 'kick': {
+ w: 420,
+ h: 210
+ },
+ 'snare': {
+ w: 340,
+ h: 170
+ },
+ 'hihat': {
+ w: 300,
+ h: 150
+ },
+ 'tom1': {
+ w: 320,
+ h: 160
+ },
+ 'crash1': {
+ w: 340,
+ h: 170
+ }
+ };
+ var aspect = origSizes[type].h / origSizes[type].w;
+ var w = padWidth;
+ var h = w * aspect;
+ PAD_SIZES[type] = {
+ w: w,
+ h: h
+ };
+ // Center of each pad: left edge + half width + i*padWidth
+ PAD_X_POSITIONS[type] = i * padWidth + padWidth / 2;
}
// Swap hihat and tom1 X positions
var tmpX = PAD_X_POSITIONS['hihat'];
PAD_X_POSITIONS['hihat'] = PAD_X_POSITIONS['tom1'];
birebir aynısı sadece SNARE yerine TOM yazsın ve butonunun rengi yeşil olsun. ve yazı paralel bir şekilde düz hizada olsun Transparent background. Blank background.
butonun altını gri yap ve yazıyı birazcık daha büyült
birebir aynısı sadece HI_HAT yerine CRASH yazsın ve butonunun rengi açık mor lila olsun. Transparent background. Blank background.
ortadaki ışıktan yukarı doğru hafif soluk ısık hüzmeleri çıksın
mavi versiyonunu yap
yeşil versiyonunu yap
sarı versiyonunu yap
lil rengi versiyonunu yap
make hand signs smaller but more crowded lightly blended into the background flu
transparent blank background
he is holding drumstick
make the next frame when he is hitting the drums while grin smile with one's teeth showing, his hands are down and drumstick are on the drums
add drum sticks held on both sides
no perspective all parralel lines from birdswiew
Game title text