Creating a chart/note system for rhythm games in Scratch
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RhythmCoder_Pro
Posted on January 23, 2024 • Advanced
🎵 Need Help Building a Chart/Note System
Hey everyone! I’m working on a rhythm game in Scratch and I need to create a comprehensive chart/note system that can handle multiple tracks. Here’s what I’m trying to achieve:
- Support for 2 separate note tracks (left and right)
- Precise timing for note appearances and hits
- Different note types (tap, hold, special)
- Easy chart editing and data management
I’ve been struggling with organizing the data structure and synchronizing the notes with the music. Any help with the architecture and implementation would be amazing! I’m happy to share my project and give credit to anyone who helps. 🙏
MusicGame_Expert
Replied 4 hours later • ⭐ Best Answer
Excellent question @RhythmCoder_Pro! Building a robust chart/note system is crucial for rhythm games. Here’s a comprehensive approach that will give you professional-level results:
🎼 Chart System Architecture
Here’s how a complete rhythm game chart system works:
🗂️ Method 1: List-Based Chart System
Create separate lists for each note property:
when flag clicked // Initialize chart data lists delete all of [Note Times v] delete all of [Note Tracks v] delete all of [Note Types v] delete all of [Note Durations v] // Example chart data (time in milliseconds, track 1 or 2) add [1000] to [Note Times v] // Note at 1 second add [1] to [Note Tracks v] // Track 1 (left) add [tap] to [Note Types v] // Tap note add [0] to [Note Durations v] // No duration for tap add [1500] to [Note Times v] // Note at 1.5 seconds add [2] to [Note Tracks v] // Track 2 (right) add [tap] to [Note Types v] // Tap note add [0] to [Note Durations v] // No duration add [2000] to [Note Times v] // Note at 2 seconds add [1] to [Note Tracks v] // Track 1 (left) add [hold] to [Note Types v] // Hold note add [1000] to [Note Durations v] // Hold for 1 second // Initialize game variables set [Song Time v] to [0] set [Chart Index v] to [1] set [BPM v] to [120]
// Main game loop when flag clicked forever // Update song time (assuming 60 FPS) change [Song Time v] by [16.67] // ~16.67ms per frame // Check if it's time to spawn the next note if <(Chart Index) <= (length of [Note Times v])> then if <(Song Time) >= (item (Chart Index) of [Note Times v])> then // Spawn note broadcast [spawn note v] change [Chart Index v] by [1] end end end
// Note spawning system when I receive [spawn note v] // Get note data set [Note Time v] to (item (Chart Index) of [Note Times v]) set [Note Track v] to (item (Chart Index) of [Note Tracks v]) set [Note Type v] to (item (Chart Index) of [Note Types v]) set [Note Duration v] to (item (Chart Index) of [Note Durations v]) // Create note clone if <(Note Track) = [1]> then go to x: [-100] y: [180] // Left track spawn position else go to x: [100] y: [180] // Right track spawn position end create clone of [Note Sprite v]
📊 Method 2: CSV-Based Chart System (Advanced)
For more complex charts, use CSV format for easier editing:
// CSV Parser - Custom block define parse csv (csv data) at position (position) set [csv result v] to [] set [csv position v] to [1] set [current field v] to [1] repeat until <(current field) = (position)> if <(letter (csv position) of (csv data)) = [,]> then change [current field v] by [1] end change [csv position v] by [1] end // Extract the field value repeat until <<(letter (csv position) of (csv data)) = [,]> or <(csv position) > (length of (csv data))>> set [csv result v] to (join (csv result) (letter (csv position) of (csv data))) change [csv position v] by [1] end
// Chart data in CSV format when flag clicked set [Chart CSV v] to [1000,1,tap,0 1500,2,tap,0 2000,1,hold,1000 2500,2,tap,0 3000,1,tap,0 3000,2,tap,0] // Parse chart into lists delete all of [Note Times v] delete all of [Note Tracks v] delete all of [Note Types v] delete all of [Note Durations v] set [line number v] to [1] repeat until <(line number) > (number of lines in (Chart CSV))> set [current line v] to (line (line number) of (Chart CSV)) // Parse each field parse csv (current line) at position [1] add (csv result) to [Note Times v] parse csv (current line) at position [2] add (csv result) to [Note Tracks v] parse csv (current line) at position [3] add (csv result) to [Note Types v] parse csv (current line) at position [4] add (csv result) to [Note Durations v] change [line number v] by [1] end
🎯 Note Movement and Hit Detection
For the note sprites themselves:
// Note sprite behavior when I start as a clone set [note speed v] to [5] // Pixels per frame set [hit zone y v] to [-120] // Y position of hit zone set [note active v] to [1] forever if <(note active) = [1]> then // Move note down change y by (0 - (note speed)) // Check if note reached hit zone if <(y position) <= (hit zone y)> then if <(y position) >= ((hit zone y) - [20])> then // In hit zone - check for input if <(Note Track) = [1]> then if <key [a v] pressed?> then broadcast [note hit v] set [note active v] to [0] delete this clone end else if <key [l v] pressed?> then broadcast [note hit v] set [note active v] to [0] delete this clone end end else // Note missed broadcast [note missed v] set [note active v] to [0] delete this clone end end end end
🏆 Scoring and Feedback System
Add scoring based on timing accuracy:
when I receive [note hit v] // Calculate hit timing accuracy set [hit distance v] to (abs of ((y position) - (hit zone y))) if <(hit distance) < [5]> then // Perfect hit change [Score v] by [300] broadcast [show perfect v] else if <(hit distance) < [15]> then // Good hit change [Score v] by [200] broadcast [show good v] else // OK hit change [Score v] by [100] broadcast [show ok v] end end // Update combo change [Combo v] by [1] if <(Combo) > (Max Combo)> then set [Max Combo v] to (Combo) end
💡 Pro Tips for Chart Creation
- Timing Precision: Use milliseconds for accurate note timing
- Chart Testing: Create a chart editor mode for easy testing
- Audio Sync: Account for audio latency in your timing calculations
- Visual Feedback: Add particle effects for hits and misses
- Difficulty Scaling: Create multiple chart files for different difficulties
// Chart editor helper when [space v] key pressed if <(editor mode) = [1]> then // Record current time and track for chart creation add (Song Time) to [Note Times v] if <mouse x < [0]> then add [1] to [Note Tracks v] // Left track else add [2] to [Note Tracks v] // Right track end add [tap] to [Note Types v] add [0] to [Note Durations v] end
This system gives you complete control over your rhythm game charts and can handle complex patterns with ease! 🎵
RhythmCoder_Pro
Replied 1 hour later
@MusicGame_Expert This is absolutely incredible! 🎉
The list-based system worked perfectly for my needs. I especially love the CSV approach for more complex charts - it makes editing so much easier. The hit detection is spot on and the scoring system adds great gameplay depth.
Quick question - how would I handle hold notes that need to be held down for a duration?
HoldNote_Dev
Replied 2 hours later
@RhythmCoder_Pro Great question about hold notes! Here’s how to implement them:
// Hold note behavior when I start as a clone if <(Note Type) = [hold]> then set [hold active v] to [0] set [hold start time v] to [0] forever if <(hold active) = [0]> then // Check for hold start if <(y position) <= (hit zone y)> then if <key [a v] pressed?> then // or appropriate key set [hold active v] to [1] set [hold start time v] to (Song Time) broadcast [hold started v] end end else // Hold is active - check if key is still pressed if <not <key [a v] pressed?>> then // Hold released early broadcast [hold failed v] delete this clone else // Check if hold duration completed if <((Song Time) - (hold start time)) >= (Note Duration)> then broadcast [hold completed v] delete this clone end end end end end
This creates a proper hold note system that requires continuous input! 🎵
Vibelf_Community
Pinned Message • Moderator
🚀 Ready to Create Professional Rhythm Games?
Amazing discussion on chart/note systems! For those looking to build even more advanced rhythm game features, our community can help you implement:
- 🎼 Advanced chart editors with visual timeline
- 🎵 Audio synchronization and beat detection
- 🌟 Special note types and effects
- 🏆 Online leaderboards and replay systems
📚 Related Discussions
- How to sync audio with gameplay perfectly?
- Creating visual effects for rhythm games
- Building chart editors in Scratch
Ready to take your rhythm game development to the next level? Get personalized guidance from our expert tutors in the Vibelf app!