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Remove sprunki edition text
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Change title from beat mixer studio to Sprunki Beat Mixer
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Add this character: Inky
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Loop their sound every 1.3 seconds (for each character, not all every 1.3, each have their own timer)
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Make sounds loop they still don't
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Make tapping on character or their slot remove them from slot
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Make sounds loop
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Make them placeable in slots
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Make them placeable in slots to make their sounds. also add cool animations while they sing ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'character.parent.addChild(character);' Line Number: 310
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Still not working...
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Make dragging work
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Create blank sound assets for each character and make dragging work
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Create blank sound assets for each character
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Create blank sound assets for each character and make dragging work ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Create blank sound assets for each character and make dragging work ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Seperate them more and make all text bigger
Code edit (1 edits merged)
Please save this source code
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Beat Mixer Studio - Sprunki Edition
Initial prompt
Beat mixer! Drag 3 singers, to make an awesome sound! Beats: Oren, Horror Oren, Raddy. Effects: Horror Raddy, Alt Horror Wenda. Voices: Wenda, Horror Wenda, Jevin, Horror Jevin
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Character = Container.expand(function (characterData) { var self = Container.call(this); self.characterData = characterData; self.isOnBoard = false; self.originalPosition = { x: 0, y: 0 }; self.boardSlot = null; self.soundInstance = null; var characterGraphics = self.attachAsset(characterData.assetId, { anchorX: 0.5, anchorY: 0.5 }); // Make character interactive self.interactive = true; // Add character name text var nameText = new Text2(characterData.name, { size: 45, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = 90; self.addChild(nameText); self.playSound = function () { if (self.soundInstance) { self.soundInstance.stop(); } self.soundInstance = LK.getSound(characterData.soundId); self.soundInstance.play({ loop: true }); // Make the sound loop by passing loop option to play method // Visual feedback - bounce animation tween(characterGraphics, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(characterGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.easeIn }); } }); // Continuous singing animation self.singAnimation = LK.setInterval(function () { // Wobble effect tween(characterGraphics, { rotation: 0.1 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(characterGraphics, { rotation: -0.1 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(characterGraphics, { rotation: 0 }, { duration: 300, easing: tween.easeInOut }); } }); } }); // Pulsing effect based on sound type if (characterData.type === 'beat') { tween(characterGraphics, { scaleX: 1.1, scaleY: 1.1 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(characterGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 150, easing: tween.easeIn }); } }); } else if (characterData.type === 'voice') { // Smooth scaling for voice tween(characterGraphics, { scaleY: 1.15 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { tween(characterGraphics, { scaleY: 1.0 }, { duration: 400, easing: tween.easeInOut }); } }); } }, 600); }; self.stopSound = function () { if (self.soundInstance) { self.soundInstance.stop(); self.soundInstance = null; } // Stop singing animation if (self.singAnimation) { LK.clearInterval(self.singAnimation); self.singAnimation = null; } // Reset rotation tween(characterGraphics, { rotation: 0 }, { duration: 200, easing: tween.easeOut }); }; self.returnToOriginalPosition = function () { tween(self, { x: self.originalPosition.x, y: self.originalPosition.y }, { duration: 300, easing: tween.easeOut }); }; return self; }); var MixingSlot = Container.expand(function (slotIndex) { var self = Container.call(this); self.slotIndex = slotIndex; self.character = null; self.isEmpty = true; var slotGraphics = self.attachAsset('mixing_slot', { anchorX: 0.5, anchorY: 0.5 }); self.addCharacter = function (character) { if (self.character) { self.removeCharacter(); } self.character = character; self.isEmpty = false; character.isOnBoard = true; character.boardSlot = self; // Store the character's parent container var characterParent = character.parent; // Visual feedback - glow effect tween(slotGraphics, { tint: 0x888888, scaleX: 1.05, scaleY: 1.05 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(slotGraphics, { tint: 0x666666, scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.easeIn }); } }); // Convert character position to global coordinates before moving var globalPos = characterParent.toGlobal(character.position); var slotGlobalPos = self.parent.toGlobal(self.position); // Position character in slot with bounce tween(character, { x: slotGlobalPos.x, y: slotGlobalPos.y - 50 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(character, { y: slotGlobalPos.y }, { duration: 200, easing: tween.bounceOut, onFinish: function onFinish() { character.playSound(); } }); } }); }; self.removeCharacter = function () { if (self.character) { var characterToRemove = self.character; self.character.stopSound(); self.character.isOnBoard = false; self.character.boardSlot = null; // Animate character up before returning tween(characterToRemove, { y: characterToRemove.y - 100, scaleX: 0.8, scaleY: 0.8 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { characterToRemove.returnToOriginalPosition(); // Reset scale after returning tween(characterToRemove, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.easeOut }); } }); self.character = null; } self.isEmpty = true; // Fade slot back to normal tween(slotGraphics, { tint: 0xFFFFFF, scaleX: 0.95, scaleY: 0.95 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(slotGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 150, easing: tween.easeIn }); } }); }; self.containsPoint = function (x, y) { // Use fixed size for slot hit detection var halfWidth = 90; // Half of slot width var halfHeight = 90; // Half of slot height return x >= self.x - halfWidth && x <= self.x + halfWidth && y >= self.y - halfHeight && y <= self.y + halfHeight; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ // Sound assets for each character // Character data // Characters // Mixing board slots // Sounds var characterData = [{ name: "Oren", assetId: "oren", soundId: "oren_beat", type: "beat" }, { name: "Horror Oren", assetId: "horror_oren", soundId: "horror_oren_beat", type: "beat" }, { name: "Raddy", assetId: "raddy", soundId: "raddy_beat", type: "beat" }, { name: "Horror Raddy", assetId: "horror_raddy", soundId: "horror_raddy_effect", type: "effect" }, { name: "Wenda", assetId: "wenda", soundId: "wenda_voice", type: "voice" }, { name: "Horror Wenda", assetId: "horror_wenda", soundId: "horror_wenda_voice", type: "voice" }, { name: "Alt Horror Wenda", assetId: "alt_horror_wenda", soundId: "alt_horror_wenda_effect", type: "effect" }, { name: "Jevin", assetId: "jevin", soundId: "jevin_voice", type: "voice" }, { name: "Horror Jevin", assetId: "horror_jevin", soundId: "horror_jevin_voice", type: "voice" }]; // Game elements var characters = []; var mixingSlots = []; var draggedCharacter = null; var dragOffset = { x: 0, y: 0 }; // Title var titleText = new Text2("Beat Mixer Studio", { size: 120, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0); titleText.x = 2048 / 2; titleText.y = 100; game.addChild(titleText); var subtitleText = new Text2("Sprunki Edition", { size: 70, fill: 0xFFE66D }); subtitleText.anchor.set(0.5, 0); subtitleText.x = 2048 / 2; subtitleText.y = 200; game.addChild(subtitleText); // Create mixing board slots var slotStartX = 2048 / 2 - 4 * 300 / 2; var slotY = 800; for (var i = 0; i < 4; i++) { var slot = new MixingSlot(i); slot.x = slotStartX + i * 300; slot.y = slotY; mixingSlots.push(slot); game.addChild(slot); } // Create characters var charactersPerRow = 5; var characterStartX = 2048 / 2 - charactersPerRow * 300 / 2; var characterStartY = 1800; for (var i = 0; i < characterData.length; i++) { var character = new Character(characterData[i]); var row = Math.floor(i / charactersPerRow); var col = i % charactersPerRow; character.x = characterStartX + col * 300; character.y = characterStartY + row * 300; character.originalPosition.x = character.x; character.originalPosition.y = character.y; characters.push(character); game.addChild(character); } // Instructions var instructionText = new Text2("Drag characters to mixing slots to create beats!", { size: 60, fill: 0xFFFFFF }); instructionText.anchor.set(0.5, 0); instructionText.x = 2048 / 2; instructionText.y = 1200; game.addChild(instructionText); // Helper functions function getCharacterAt(x, y) { for (var i = characters.length - 1; i >= 0; i--) { var character = characters[i]; // Use character position and a fixed hit area size var halfWidth = 75; // Half of character width var halfHeight = 75; // Half of character height if (x >= character.x - halfWidth && x <= character.x + halfWidth && y >= character.y - halfHeight && y <= character.y + halfHeight) { return character; } } return null; } function getMixingSlotAt(x, y) { for (var i = 0; i < mixingSlots.length; i++) { if (mixingSlots[i].containsPoint(x, y)) { return mixingSlots[i]; } } return null; } // Event handlers game.down = function (x, y, obj) { // First check if we're tapping on a slot with a character var slot = getMixingSlotAt(x, y); if (slot && !slot.isEmpty) { // Remove character from slot with a single tap slot.removeCharacter(); return; } // Then check if we're tapping on a character var character = getCharacterAt(x, y); if (character) { // If character is on board, remove it with single tap if (character.isOnBoard && character.boardSlot) { character.boardSlot.removeCharacter(); return; } // If character is not on board, start dragging if (!character.isOnBoard) { draggedCharacter = character; dragOffset.x = x - character.x; dragOffset.y = y - character.y; // Bring to front - store parent reference before removing var parentContainer = character.parent; parentContainer.removeChild(character); parentContainer.addChild(character); // Visual feedback tween(character, { scaleX: 1.1, scaleY: 1.1 }, { duration: 100, easing: tween.easeOut }); } } }; game.move = function (x, y, obj) { if (draggedCharacter) { draggedCharacter.x = x - dragOffset.x; draggedCharacter.y = y - dragOffset.y; // Highlight slot when hovering var hoverSlot = getMixingSlotAt(x, y); for (var i = 0; i < mixingSlots.length; i++) { var slot = mixingSlots[i]; if (slot === hoverSlot && slot.isEmpty) { tween(slot, { scaleX: 1.1, scaleY: 1.1 }, { duration: 100, easing: tween.easeOut }); } else { tween(slot, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeOut }); } } } else { // Hover effect for characters var hoverCharacter = getCharacterAt(x, y); for (var i = 0; i < characters.length; i++) { var character = characters[i]; if (character === hoverCharacter && !character.isOnBoard) { tween(character, { scaleX: 1.05, scaleY: 1.05 }, { duration: 100, easing: tween.easeOut }); } else if (!character.isOnBoard && character !== draggedCharacter) { tween(character, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeOut }); } } } }; game.up = function (x, y, obj) { if (draggedCharacter) { var slot = getMixingSlotAt(x, y); // Check if we're dropping on an empty slot if (slot && slot.isEmpty) { // If character was already on board, remove from previous slot if (draggedCharacter.isOnBoard && draggedCharacter.boardSlot) { draggedCharacter.boardSlot.removeCharacter(); } slot.addCharacter(draggedCharacter); } else if (slot && !slot.isEmpty && draggedCharacter.isOnBoard) { // Handle swapping characters between slots var oldSlot = draggedCharacter.boardSlot; var swapCharacter = slot.character; // Remove both characters if (oldSlot) oldSlot.removeCharacter(); slot.removeCharacter(); // Add them to swapped positions slot.addCharacter(draggedCharacter); if (oldSlot && swapCharacter) oldSlot.addCharacter(swapCharacter); } else { // Return to original position if not dropped on a valid slot draggedCharacter.returnToOriginalPosition(); } // Reset scale tween(draggedCharacter, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeIn }); draggedCharacter = null; } };
===================================================================
--- original.js
+++ change.js
@@ -34,10 +34,11 @@
if (self.soundInstance) {
self.soundInstance.stop();
}
self.soundInstance = LK.getSound(characterData.soundId);
- self.soundInstance.loop = true; // Make the sound loop
- self.soundInstance.play();
+ self.soundInstance.play({
+ loop: true
+ }); // Make the sound loop by passing loop option to play method
// Visual feedback - bounce animation
tween(characterGraphics, {
scaleX: 1.2,
scaleY: 1.2