level 47 cheat
```
// Keep track of already hit notes
const hitNotesSet = new WeakSet();
// Define hit zone (adjust based on your game layout)
const hitZoneY = window.innerHeight - 150; // ~150px from bottom
const tolerance = 20; // allowed error in pixels
function hitNotes() {
document.querySelectorAll('.note').forEach(note => {
if (hitNotesSet.has(note)) return; // already triggered
const rect = note.getBoundingClientRect();
const noteY = rect.top;
// Check if note is in hit zone
if (Math.abs(noteY - hitZoneY) <= tolerance) {
let arrow = note.innerText.trim();
let keyMap = {
'↑': 'ArrowUp',
'↓': 'ArrowDown',
'←': 'ArrowLeft',
'→': 'ArrowRight'
};
let key = keyMap[arrow];
if (key) {
document.dispatchEvent(new KeyboardEvent('keydown', { key }));
document.dispatchEvent(new KeyboardEvent('keyup', { key }));
hitNotesSet.add(note); // mark as hit
}
}
});
}
setInterval(hitNotes, 20); // check 50x per second
```
Interesting, I'll need to dig that up. pISSStream got its first feature request and it was touch bar support, and I can't just say "no" to that. Turned out however that Apple apparently doesn't officially support having your app on the touch bar unless it's in focus, but I've gathered there's a kluge (which I'm not sure even works on current macOS versions) that involves using a private framework and API, and which is doubly kluge-y to use from Swift because it has no equivalent for extern, so you need to add an ObjC/C header and a bridge header thingamajig to your project.
That of course only made me more determined to git'r'done, I'll be damned if I let Apple stand in the way of a joke.
// Define hit zone (adjust based on your game layout) const hitZoneY = window.innerHeight - 150; // ~150px from bottom const tolerance = 20; // allowed error in pixels
function hitNotes() { document.querySelectorAll('.note').forEach(note => { if (hitNotesSet.has(note)) return; // already triggered
}setInterval(hitNotes, 20); // check 50x per second ```