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Add new character I added asset
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New character
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I added alt horror jevin sound
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New character
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Make go back to selection when clicked work better.
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... now it never works
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Sometimes dragging doesn't work fix it
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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
/**** * 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; self.soundTimer = 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(); } // Clear any existing sound timer if (self.soundTimer) { LK.clearInterval(self.soundTimer); } // Function to play sound once function playSoundOnce() { self.soundInstance = LK.getSound(characterData.soundId); self.soundInstance.play({ loop: false }); // Play without looping } // Play sound immediately playSoundOnce(); // Set up timer to play sound every 1.3 seconds self.soundTimer = LK.setInterval(function () { playSoundOnce(); }, 1300); // 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; } // Clear sound timer if (self.soundTimer) { LK.clearInterval(self.soundTimer); self.soundTimer = 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 }); } }); // Position character directly to slot position (both are in game coordinates) tween(character, { x: self.x, y: self.y - 50 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(character, { y: self.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 ****/ // Sounds // Mixing board slots // Characters // Character data // Sound assets for each character 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" }, { name: "Inky", assetId: "inky", soundId: "inky_effect", type: "effect" }]; // Game elements var characters = []; var mixingSlots = []; var draggedCharacter = null; var dragOffset = { x: 0, y: 0 }; // Title var titleText = new Text2("Sprunki Beat Mixer", { size: 120, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0); titleText.x = 2048 / 2; titleText.y = 100; game.addChild(titleText); // 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 actual character bounds for hit detection var bounds = character.getBounds(); if (x >= bounds.x && x <= bounds.x + bounds.width && y >= bounds.y && y <= bounds.y + bounds.height) { 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) { // Check if we're tapping on a character first (prioritize character interaction) var character = getCharacterAt(x, y); if (character) { // If character is on board, start dragging it if (character.isOnBoard && character.boardSlot) { draggedCharacter = character; dragOffset.x = x - character.x; dragOffset.y = y - character.y; // Bring to front 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 }); 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 }); return; } } // If no character found, 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; } }; game.move = function (x, y, obj) { if (draggedCharacter && draggedCharacter.parent) { // Ensure the dragged character follows the cursor smoothly 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 if (!draggedCharacter) { // Hover effect for characters only when not dragging 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) { 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
@@ -202,21 +202,18 @@
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
+ // Position character directly to slot position (both are in game coordinates)
tween(character, {
- x: slotGlobalPos.x,
- y: slotGlobalPos.y - 50
+ x: self.x,
+ y: self.y - 50
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(character, {
- y: slotGlobalPos.y
+ y: self.y
}, {
duration: 200,
easing: tween.bounceOut,
onFinish: function onFinish() {
@@ -292,13 +289,13 @@
/****
* Game Code
****/
-// Sound assets for each character
-// Character data
-// Characters
-// Mixing board slots
// Sounds
+// Mixing board slots
+// Characters
+// Character data
+// Sound assets for each character
var characterData = [{
name: "Oren",
assetId: "oren",
soundId: "oren_beat",
@@ -403,12 +400,11 @@
// 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) {
+ // Use actual character bounds for hit detection
+ var bounds = character.getBounds();
+ if (x >= bounds.x && x <= bounds.x + bounds.width && y >= bounds.y && y <= bounds.y + bounds.height) {
return character;
}
}
return null;
@@ -422,21 +418,28 @@
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
+ // Check if we're tapping on a character first (prioritize character interaction)
var character = getCharacterAt(x, y);
if (character) {
- // If character is on board, remove it with single tap
+ // If character is on board, start dragging it
if (character.isOnBoard && character.boardSlot) {
- character.boardSlot.removeCharacter();
+ draggedCharacter = character;
+ dragOffset.x = x - character.x;
+ dragOffset.y = y - character.y;
+ // Bring to front
+ 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
+ });
return;
}
// If character is not on board, start dragging
if (!character.isOnBoard) {
@@ -454,13 +457,22 @@
}, {
duration: 100,
easing: tween.easeOut
});
+ return;
}
}
+ // If no character found, 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;
+ }
};
game.move = function (x, y, obj) {
- if (draggedCharacter) {
+ if (draggedCharacter && draggedCharacter.parent) {
+ // Ensure the dragged character follows the cursor smoothly
draggedCharacter.x = x - dragOffset.x;
draggedCharacter.y = y - dragOffset.y;
// Highlight slot when hovering
var hoverSlot = getMixingSlotAt(x, y);
@@ -483,10 +495,10 @@
easing: tween.easeOut
});
}
}
- } else {
- // Hover effect for characters
+ } else if (!draggedCharacter) {
+ // Hover effect for characters only when not dragging
var hoverCharacter = getCharacterAt(x, y);
for (var i = 0; i < characters.length; i++) {
var character = characters[i];
if (character === hoverCharacter && !character.isOnBoard) {
@@ -496,9 +508,9 @@
}, {
duration: 100,
easing: tween.easeOut
});
- } else if (!character.isOnBoard && character !== draggedCharacter) {
+ } else if (!character.isOnBoard) {
tween(character, {
scaleX: 1.0,
scaleY: 1.0
}, {
oren_beat
Sound effect
horror_oren_beat
Sound effect
raddy_beat
Sound effect
horror_raddy_effect
Sound effect
wenda_voice
Sound effect
horror_wenda_voice
Sound effect
alt_horror_wenda_effect
Sound effect
jevin_voice
Sound effect
horror_jevin_voice
Sound effect
inky_effect
Sound effect
alt_horror_jevin_voice
Sound effect
horror_inky_effect
Sound effect
Cool_Guy_voice
Sound effect
horror_cool_guy_voice
Sound effect
lily_voice
Sound effect
horror_lily_voice
Sound effect
loaf_wenda_voice
Sound effect