User prompt
Fix the first 2 slots, they have slots behind them that spin instead of the actual slot
User prompt
Make Loaf slot spin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Loaf slot and loaf wenda ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add Loaf Wenda with Loaf mixing slot, Loaf wenda uses reversed version of horror wenda sound.
User prompt
Add Loaf Wenda with Loaf mixing slot, Loaf wenda uses reversed version of horror wenda sound. Loaf slots are not excluded from spin. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make mixing slots exept alternating and lily slots spin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove drag to remove function but keep drag to add function, only way to remove is tapping, remember keep drag fomadd
User prompt
Remove drag to remove function, only tap. But drag to add is needed!
User prompt
Remove drag to remove function, only tap
User prompt
Fix, all horro chars alternate horror and lily, only horror lily should alternate, other horrors static horror, and lily static lily
User prompt
Move all chars up 80 more px and add continuous dance animation for all characters ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move all chars up 40 more px and add continuous dance animation for all characters ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move all chars up 20 px
User prompt
Make horror lily be in same line as lily, it can fit 1 more char.
User prompt
Add horror lily sound asset
User prompt
Add horror lily, Lily slot and horror slot alternate every second for character, and make dance happen always for all chars. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add mixing slot for lily placed.
User prompt
Add mixing slot just for lily.
User prompt
Add new character, Lily
User prompt
Make title dance ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Bg asset
User prompt
New character
User prompt
Add 5th mixing slot
User prompt
New character
User prompt
New active mixing slot variation for if a horror character other than horror inky is placed in a slot.
/**** * 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; // Check if character is a horror character (but not Horror Inky) var isHorrorCharacter = character.characterData.name.indexOf("Horror") !== -1 && character.characterData.name !== "Horror Inky"; if (isHorrorCharacter) { // Replace slot graphics with horror version self.removeChild(slotGraphics); slotGraphics = self.attachAsset('mixing_slot_active_horror', { anchorX: 0.5, anchorY: 0.5 }); } else { // Use regular active slot self.removeChild(slotGraphics); slotGraphics = self.attachAsset('mixing_slot_active', { anchorX: 0.5, anchorY: 0.5 }); } // 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: 0xFFFFFF, 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; // Reset slot graphics to default mixing slot self.removeChild(slotGraphics); slotGraphics = self.attachAsset('mixing_slot', { anchorX: 0.5, anchorY: 0.5 }); // 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" }, { name: "Inky", assetId: "inky", soundId: "inky_effect", type: "effect" }, { name: "Horror Inky", assetId: "horror_inky", soundId: "horror_inky_effect", type: "effect" }, { //{3r_new} name: "Alt Horror Jevin", assetId: "alt_horror_jevin", soundId: "alt_horror_jevin_voice", type: "voice" //{3s_new} }]; // Game elements var characters = []; var mixingSlots = []; var draggedCharacter = null; var dragOffset = { x: 0, //{3t_new} y: 0 //{3u_new} }; //{3v_new} // Title var titleText = new Text2("Sprunki Beat Mixer", { size: 120, fill: 0xFFFFFF //{3w_new} }); //{3x_new} 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); } //{3y_new} // 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); } //{3z_new} // Instructions var instructionText = new Text2("Drag characters to mixing slots to create beats!", { size: 60, fill: 0xFFFFFF //{3A_new} }); //{3B_new} 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 asset dimensions for hit detection var characterAsset = character.children[0]; // The attached asset if (characterAsset) { var halfWidth = characterAsset.width / 2; var halfHeight = characterAsset.height / 2; 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) { // Check if we're tapping on a character first (prioritize character interaction) var character = getCharacterAt(x, y); if (character) { // If character is on board, check if this is a quick tap to remove or start dragging if (character.isOnBoard && character.boardSlot) { // For now, start dragging - removal will happen in up event if no movement occurred draggedCharacter = character; dragOffset.x = x - character.x; dragOffset.y = y - character.y; character.dragStartTime = Date.now(); character.dragStartX = x; character.dragStartY = 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) { // Check if this was a quick tap (< 300ms and < 20px movement) vs a drag var timeDiff = Date.now() - (draggedCharacter.dragStartTime || 0); var distanceMoved = Math.sqrt(Math.pow(x - (draggedCharacter.dragStartX || x), 2) + Math.pow(y - (draggedCharacter.dragStartY || y), 2)); var isQuickTap = timeDiff < 300 && distanceMoved < 20; if (isQuickTap && draggedCharacter.isOnBoard && draggedCharacter.boardSlot) { // Quick tap on character in slot - remove it var slotToRemoveFrom = draggedCharacter.boardSlot; slotToRemoveFrom.removeCharacter(); // Reset scale tween(draggedCharacter, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeIn }); draggedCharacter = null; return; } 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; } };
/****
* 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;
// Check if character is a horror character (but not Horror Inky)
var isHorrorCharacter = character.characterData.name.indexOf("Horror") !== -1 && character.characterData.name !== "Horror Inky";
if (isHorrorCharacter) {
// Replace slot graphics with horror version
self.removeChild(slotGraphics);
slotGraphics = self.attachAsset('mixing_slot_active_horror', {
anchorX: 0.5,
anchorY: 0.5
});
} else {
// Use regular active slot
self.removeChild(slotGraphics);
slotGraphics = self.attachAsset('mixing_slot_active', {
anchorX: 0.5,
anchorY: 0.5
});
}
// 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: 0xFFFFFF,
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;
// Reset slot graphics to default mixing slot
self.removeChild(slotGraphics);
slotGraphics = self.attachAsset('mixing_slot', {
anchorX: 0.5,
anchorY: 0.5
});
// 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"
}, {
name: "Inky",
assetId: "inky",
soundId: "inky_effect",
type: "effect"
}, {
name: "Horror Inky",
assetId: "horror_inky",
soundId: "horror_inky_effect",
type: "effect"
}, {
//{3r_new}
name: "Alt Horror Jevin",
assetId: "alt_horror_jevin",
soundId: "alt_horror_jevin_voice",
type: "voice" //{3s_new}
}];
// Game elements
var characters = [];
var mixingSlots = [];
var draggedCharacter = null;
var dragOffset = {
x: 0,
//{3t_new}
y: 0 //{3u_new}
}; //{3v_new}
// Title
var titleText = new Text2("Sprunki Beat Mixer", {
size: 120,
fill: 0xFFFFFF //{3w_new}
}); //{3x_new}
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);
} //{3y_new}
// 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);
} //{3z_new}
// Instructions
var instructionText = new Text2("Drag characters to mixing slots to create beats!", {
size: 60,
fill: 0xFFFFFF //{3A_new}
}); //{3B_new}
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 asset dimensions for hit detection
var characterAsset = character.children[0]; // The attached asset
if (characterAsset) {
var halfWidth = characterAsset.width / 2;
var halfHeight = characterAsset.height / 2;
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) {
// Check if we're tapping on a character first (prioritize character interaction)
var character = getCharacterAt(x, y);
if (character) {
// If character is on board, check if this is a quick tap to remove or start dragging
if (character.isOnBoard && character.boardSlot) {
// For now, start dragging - removal will happen in up event if no movement occurred
draggedCharacter = character;
dragOffset.x = x - character.x;
dragOffset.y = y - character.y;
character.dragStartTime = Date.now();
character.dragStartX = x;
character.dragStartY = 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) {
// Check if this was a quick tap (< 300ms and < 20px movement) vs a drag
var timeDiff = Date.now() - (draggedCharacter.dragStartTime || 0);
var distanceMoved = Math.sqrt(Math.pow(x - (draggedCharacter.dragStartX || x), 2) + Math.pow(y - (draggedCharacter.dragStartY || y), 2));
var isQuickTap = timeDiff < 300 && distanceMoved < 20;
if (isQuickTap && draggedCharacter.isOnBoard && draggedCharacter.boardSlot) {
// Quick tap on character in slot - remove it
var slotToRemoveFrom = draggedCharacter.boardSlot;
slotToRemoveFrom.removeCharacter();
// Reset scale
tween(draggedCharacter, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
easing: tween.easeIn
});
draggedCharacter = null;
return;
}
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;
}
};
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