Neon Tiles - The Wheels On The Bus

By Neon Piano

Neon Piano

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Neon Tiles - La Campanella

Neon Tiles - La Campanella

Neon Piano

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๐ŸŽน Neon Tiles โ€” The Wheels on the Bus

A neon-styled 4-lane rhythm game built around the road-trip favorite "The Wheels on the Bus" โ€” the chart was transcribed directly from sheet music and runs through the song's verse twice for a complete singalong cycle. Cyberpunk visuals with a cyanโ†’magenta gradient palette, ambient drifting tiles on the start and game-over screens, and the Orbitron typeface make the wheels go round and round in a brand new key.

๐ŸŽฎ How to Play

  • Tap / Click โ€” Tap tiles on mobile, or click them with the mouse on desktop.
  • Keyboard โ€” Use A S D F for the four lanes (left โ†’ right).
  • Hold notes โ€” For taller tiles, keep the key/finger pressed until the tile clears.
  • Burst tiles โ€” Some tiles fire a quick two-note unison pulse from a single tap, capturing the "round and round" repeated-note motion.
  • Pause โ€” Space or P
  • Mute / Unmute โ€” M
  • Quick start / restart โ€” Press D while any overlay is showing.

โœจ Features

๐ŸŽต Real Score, Real Pitch

  • 8 measures played twice (16 measures total per cycle), transcribed directly from sheet music โ€” opens with a pickup note ("Theโ€ฆ") and runs through the full verse including the "round and round / round and round" climb and the cadence on "all through the town."
  • Every note plays at its actual pitch in G major (D4 / Fโ™ฏ4 / G4 / A4 / B4 / D5 โ€” a comfortable singing range).
  • Tempo is โ™ฉ=90, with each game beat = one 8th note (333 ms) โ€” friendly mid-tempo pace that matches the song's gentle bus-ride feel.

๐ŸŽถ Burst Tiles for the "Round and Round"

  • The verse's signature "round and round" 16th-note pulses appear as unison burst tiles (G4+G4) in measures 1 and 5, capturing the repeated-note feel without demanding multiple taps.
  • A pickup burst on the "town" cadence (D4) gives the verse its rhythmic kick into the next phrase.
  • 2- and 3-beat hold tiles land on the long words ("through," "town") for satisfying releases.

๐Ÿš€ Progressive Difficulty + Cycle Flash

  • BPM increases by +12.5% per cycle (90 โ†’ 101 โ†’ 112.5 โ†’ 124...). The repeated-pass structure means by cycle 2 you're hearing the same melody twice in a row but at noticeably different tempos and keys.
  • Each cycle is also transposed up by a whole step (2 semitones), sending the bus through ever-brighter keys.
  • Cycle transition flash: every new cycle pops up a centered banner โ€” CYCLE 2 / โ™ช +2 ยท โšก +12% โ€” with a scale-and-glow animation, so the moment you survive into harder territory feels earned.

๐Ÿ’ข Visible Miss Feedback

  • Tap on empty space, hit the wrong tile, release a hold too early, or let any tile fall off-screen โ€” all trigger a red flash at the relevant tile (and a circle pulse at the tap point), held for 450 ms.
  • Plays a dissonant low buzz with downward portamento so misses are clearly audible.
  • The game ends after the miss display, giving you a clear "what just happened" beat.

๐ŸŽจ Polished Neon Visuals

  • Hand-tuned per-lane colors along a cyan โ†’ blue โ†’ purple โ†’ magenta gradient that matches the logo.
  • Glowing tube borders, soft outer halos, and scanline textures only inside the active press zone so the tappable area is instantly readable on hold tiles.
  • Ambient floating tiles drift continuously down behind both the start screen and the game-over screen.
  • Animated "neon tile" START button that physically slides down the board into the game on press โ€” no jarring screen transitions. Same treatment on the PLAY AGAIN button.
  • Score-burst flash animation on every successful hit.

๐Ÿง  Smart Lane Distribution

  • Lanes are picked dynamically rather than randomly: the algorithm avoids consecutive same-lane spawns and balances left vs. right side usage.

๐ŸŽฏ Forgiving Hold Timing

  • Hold tiles only require 75% of the full duration โ€” releasing slightly early still counts.
  • The hold-progress fill uses a soft gradient fade at its top edge instead of a hard line, so there's no visible pass/fail boundary to fixate on.
  • The chart's longest hold is the 3-beat G4 on "town" at the end of each verse โ€” a satisfying cadence ring-out.

๐ŸŽผ Scoring

  • 10 points per beat cleared (so the 3-beat "town" hold = 30, bursts count as a single tile each).
  • High score saved locally and shown on the start and game-over screens.

๐Ÿ“ฑ Mobile-First Input

  • Multi-touch support โ€” different fingers on different lanes are tracked independently.
  • Coordinate-based hit testing rather than lane-only, so taps register exactly where your finger lands.
  • touch-action: none and user-scalable=no to prevent scrolling/zooming during play.
  • Viewport sized in vw units (9:16 portrait) so it scales perfectly across phone screens.
  • Mouse-up listener attached to window so releases register even if the cursor leaves the canvas.

๐Ÿ› ๏ธ Tech Stack

  • Pure HTML / CSS / JavaScript โ€” zero dependencies, zero build step.
  • HTML5 Canvas for the 360ร—640 game board with hand-rolled rounded-rect

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