User prompt
Remove dark overlay from background
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Move the laser effect up by 333 units
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Change the lasershow looking for realistic party lasershow
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Remove purple background from the map
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Add animated lasershow to the upper half of the screen
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Take decks further from each other
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Ensure equalizer gradient rainbow
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Move the djdeck down by 333 units
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Move the djdeck asset down to the center of the screen
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Add dj deck to the map
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Add dj deck asset to the game
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Scale down the equalizer to the half
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Scale down the equalizer to the quarter
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Add to the upper half of the screen a working equalizer with waves animation
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Please fix the bug: 'ReferenceError: equalizerBar is not defined' in or related to this line: 'dragging.move(local.x, local.y, obj);' Line Number: 462
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Please fix the bug: 'ReferenceError: equalizerBar is not defined' in or related to this line: 'equalizerBar.update();' Line Number: 466
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Add to the upper half of the screen a working equalizer
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Move both decks tdown to the middle of the screen
Code edit (1 edits merged)
Please save this source code
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Realistic 3D DJ Deck
Initial prompt
Realistic 3D DJ Deck
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Crossfader: Controls mix between decks var Crossfader = Container.expand(function () { var self = Container.call(this); // State self.value = 0.5; // 0 = left, 1 = right self.dragging = false; // Visuals var track = self.attachAsset('crossfaderTrack', { anchorX: 0.5, anchorY: 0.5 }); var knob = self.attachAsset('crossfaderKnob', { anchorX: 0.5, anchorY: 0.5 }); knob.y = 0; // Methods self.setValue = function (val) { self.value = Math.max(0, Math.min(1, val)); knob.x = (self.value - 0.5) * (track.width - knob.width); }; // Touch events self.down = function (x, y, obj) { self.dragging = true; self.setValue(x / track.width); }; self.up = function (x, y, obj) { self.dragging = false; }; self.move = function (x, y, obj) { if (self.dragging) { self.setValue(x / track.width); } }; return self; }); // DeckPlatter: Represents a turntable platter var DeckPlatter = Container.expand(function () { var self = Container.call(this); // State self.isActive = false; self.isScratching = false; self.lastAngle = 0; self.rotationOffset = 0; self.currentRotation = 0; self.track = 'A'; // 'A' or 'B' self.playing = true; self.scratchSpeed = 0; self.lastTouchAngle = null; // Visuals var platter = self.attachAsset('deckPlatter', { anchorX: 0.5, anchorY: 0.5 }); var highlight = self.attachAsset('deckPlatterHighlight', { anchorX: 0.5, anchorY: 0.5 }); highlight.alpha = 0; var label = self.attachAsset('deckLabel', { anchorX: 0.5, anchorY: 0.5, y: 140 }); // Label text var labelTxt = new Text2(self.track, { size: 40, fill: "#222" }); labelTxt.anchor.set(0.5, 0.5); label.addChild(labelTxt); // Beat light var beatLight = self.attachAsset('beatLight', { anchorX: 0.5, anchorY: 0.5, y: -140 }); beatLight.alpha = 0.2; // Methods self.setActive = function (active) { self.isActive = active; highlight.alpha = active ? 0.4 : 0; }; self.setTrack = function (track) { self.track = track; labelTxt.setText(track); }; self.flashBeat = function () { beatLight.alpha = 1; tween(beatLight, { alpha: 0.2 }, { duration: 200, easing: tween.easeOut }); }; // Touch events self.down = function (x, y, obj) { self.isScratching = true; self.setActive(true); // Calculate angle from center var dx = x - self.width / 2; var dy = y - self.height / 2; self.lastTouchAngle = Math.atan2(dy, dx); self.scratchSpeed = 0; LK.getSound('scratch').play(); }; self.up = function (x, y, obj) { self.isScratching = false; self.setActive(false); self.scratchSpeed = 0; self.lastTouchAngle = null; }; self.move = function (x, y, obj) { if (!self.isScratching) return; // Calculate angle from center var dx = x - self.width / 2; var dy = y - self.height / 2; var angle = Math.atan2(dy, dx); if (self.lastTouchAngle !== null) { var delta = angle - self.lastTouchAngle; // Normalize delta if (delta > Math.PI) delta -= 2 * Math.PI; if (delta < -Math.PI) delta += 2 * Math.PI; self.rotationOffset += delta; self.scratchSpeed = delta; } self.lastTouchAngle = angle; }; // Called every tick self.update = function () { // If not scratching, platter rotates at normal speed if (!self.isScratching && self.playing) { self.rotationOffset += 0.02; // Normal play speed self.scratchSpeed = 0.02; } // Apply rotation self.currentRotation = self.rotationOffset; self.rotation = self.currentRotation; }; return self; }); // EqualizerWaves: Animated equalizer bars/waves for visual feedback var EqualizerWaves = Container.expand(function () { var self = Container.call(this); // Config var numBars = 32; var barWidth = 40; var barSpacing = 16; var barMaxHeight = 220; var barMinHeight = 40; var bars = []; // Create bars for (var i = 0; i < numBars; i++) { var bar = LK.getAsset('crossfaderTrack', { anchorX: 0.5, anchorY: 1.0, width: barWidth, height: barMinHeight, x: i * (barWidth + barSpacing), y: 0 }); bar.tint = 0x44e0ff; self.addChild(bar); bars.push(bar); } // Center and scale down the whole equalizer to half size self.width = numBars * (barWidth + barSpacing) * 0.5; self.height = barMaxHeight * 0.5; self.scaleX = 0.5; self.scaleY = 0.5; self.x = 2048 / 2 - self.width / 2; self.y = 600; // Upper half of screen, below GUI // Animation state self.phase = []; for (var j = 0; j < numBars; j++) { self.phase[j] = Math.random() * Math.PI * 2; } // Animate bars self.update = function () { var t = Date.now() * 0.002; for (var i = 0; i < numBars; i++) { // Simulate music: combine sine waves and random var wave = Math.sin(t + self.phase[i]) * 0.5 + 0.5; var beatPulse = (Math.sin(t * 2 + i * 0.2) * 0.5 + 0.5) * 0.5; var randomPulse = Math.random() * 0.15; var h = barMinHeight + (barMaxHeight - barMinHeight) * (wave * 0.6 + beatPulse * 0.3 + randomPulse); bars[i].height = h; } }; return self; }); // FXButton: Triggers a sound effect var FXButton = Container.expand(function () { var self = Container.call(this); // Visuals var btn = self.attachAsset('fxButton', { anchorX: 0.5, anchorY: 0.5 }); var txt = new Text2('FX', { size: 48, fill: "#fff" }); txt.anchor.set(0.5, 0.5); btn.addChild(txt); // State self.cooldown = false; // Touch self.down = function (x, y, obj) { if (self.cooldown) return; self.cooldown = true; LK.getSound('fx').play(); tween(btn, { scaleX: 1.2, scaleY: 1.2 }, { duration: 80, onFinish: function onFinish() { tween(btn, { scaleX: 1, scaleY: 1 }, { duration: 120 }); } }); LK.setTimeout(function () { self.cooldown = false; }, 400); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181828 }); /**** * Game Code ****/ // Music tracks // Sound effects (dummy, as actual music is handled by LK) // Beat lights // FX Button // Crossfader // Deck platters (turntables) // --- Layout constants --- var deckY = 1366; // Move decks to vertical center of 2732px screen var deckSpacing = 700; var crossfaderY = 1800; var fxButtonY = 2200; // --- Equalizer Waves (upper half) --- var equalizer = new EqualizerWaves(); game.addChild(equalizer); // --- Decks --- var leftDeck = new DeckPlatter(); leftDeck.setTrack('A'); game.addChild(leftDeck); leftDeck.x = 2048 / 2 - deckSpacing / 2; leftDeck.y = deckY; var rightDeck = new DeckPlatter(); rightDeck.setTrack('B'); game.addChild(rightDeck); rightDeck.x = 2048 / 2 + deckSpacing / 2; rightDeck.y = deckY; // --- Crossfader --- var crossfader = new Crossfader(); game.addChild(crossfader); crossfader.x = 2048 / 2; crossfader.y = crossfaderY; crossfader.setValue(0.5); // --- FX Button --- var fxButton = new FXButton(); game.addChild(fxButton); fxButton.x = 2048 / 2; fxButton.y = fxButtonY; // --- Score / Combo / Energy --- var energy = 50; // 0-100 var combo = 0; var score = 0; // Energy bar var energyBarBg = LK.getAsset('crossfaderTrack', { anchorX: 0.5, anchorY: 0.5, width: 600, height: 40 }); energyBarBg.tint = 0x222222; energyBarBg.y = 0; var energyBar = LK.getAsset('crossfaderTrack', { anchorX: 0.5, anchorY: 0.5, width: 600, height: 40 }); energyBar.tint = 0x00ff00; energyBar.y = 0; var energyBarContainer = new Container(); energyBarContainer.addChild(energyBarBg); energyBarContainer.addChild(energyBar); energyBarContainer.x = 2048 / 2; energyBarContainer.y = 200; LK.gui.top.addChild(energyBarContainer); // Score text var scoreTxt = new Text2('Score: 0', { size: 80, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.x = 2048 / 2; scoreTxt.y = 300; // Combo text var comboTxt = new Text2('', { size: 60, fill: "#ff0" }); comboTxt.anchor.set(0.5, 0); LK.gui.top.addChild(comboTxt); comboTxt.x = 2048 / 2; comboTxt.y = 400; // --- State --- var dragging = null; // Which control is being dragged var lastTouchObj = null; // --- Beat simulation --- var beatInterval = 600; // ms per beat var beatTimer = 0; var lastTickTime = Date.now(); // --- Music --- LK.playMusic('trackA', { loop: true }); LK.playMusic('trackB', { loop: true }); var trackAVol = 1; var trackBVol = 1; // --- Touch handling --- function getTouchedControl(x, y) { // Check decks var lx = leftDeck.toLocal(game.toGlobal({ x: x, y: y })).x; var ly = leftDeck.toLocal(game.toGlobal({ x: x, y: y })).y; if (Math.pow(lx - leftDeck.width / 2, 2) + Math.pow(ly - leftDeck.height / 2, 2) < 200 * 200) return leftDeck; var rx = rightDeck.toLocal(game.toGlobal({ x: x, y: y })).x; var ry = rightDeck.toLocal(game.toGlobal({ x: x, y: y })).y; if (Math.pow(rx - rightDeck.width / 2, 2) + Math.pow(ry - rightDeck.height / 2, 2) < 200 * 200) return rightDeck; // Crossfader var cf = crossfader.toLocal(game.toGlobal({ x: x, y: y })); if (cf.x > 0 && cf.x < crossfader.width && cf.y > 0 && cf.y < crossfader.height) return crossfader; // FX Button var fx = fxButton.toLocal(game.toGlobal({ x: x, y: y })); if (Math.pow(fx.x - fxButton.width / 2, 2) + Math.pow(fx.y - fxButton.height / 2, 2) < 60 * 60) return fxButton; return null; } game.down = function (x, y, obj) { var control = getTouchedControl(x, y); dragging = control; lastTouchObj = obj; if (control && control.down) { // Convert to local var local = control.toLocal(game.toGlobal({ x: x, y: y })); control.down(local.x, local.y, obj); } }; game.up = function (x, y, obj) { if (dragging && dragging.up) { var local = dragging.toLocal(game.toGlobal({ x: x, y: y })); dragging.up(local.x, local.y, obj); } dragging = null; lastTouchObj = null; }; game.move = function (x, y, obj) { if (dragging && dragging.move) { var local = dragging.toLocal(game.toGlobal({ x: x, y: y })); dragging.move(local.x, local.y, obj); } }; // --- Game update --- game.update = function () { // Update equalizer animation equalizer.update(); // Update decks leftDeck.update(); rightDeck.update(); // Simulate beat var now = Date.now(); beatTimer += now - lastTickTime; lastTickTime = now; if (beatTimer >= beatInterval) { beatTimer -= beatInterval; leftDeck.flashBeat(); rightDeck.flashBeat(); LK.getSound('beat').play(); // Energy drops if not scratching or mixing if (!leftDeck.isScratching && !rightDeck.isScratching && crossfader.value > 0.2 && crossfader.value < 0.8) { energy -= 2; combo = 0; } else { // Combo up if scratching or crossfading combo += 1; score += 10 * combo; energy += 2; if (energy > 100) energy = 100; } if (energy < 0) energy = 0; // Update visuals scoreTxt.setText('Score: ' + score); if (combo > 1) { comboTxt.setText('Combo x' + combo); } else { comboTxt.setText(''); } } // Update energy bar energyBar.width = 600 * (energy / 100); // Crossfader logic: adjust music volumes trackAVol = 1 - crossfader.value; trackBVol = crossfader.value; // (In a real game, would set music volumes here, but LK handles music globally.) // End game if energy is 0 if (energy <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } // Win if score is high if (score >= 5000) { LK.effects.flashScreen(0x00ff00, 1000); LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -249,15 +249,15 @@
/****
* Game Code
****/
-// --- Layout constants ---
-// Deck platters (turntables)
-// Crossfader
-// FX Button
-// Beat lights
-// Sound effects (dummy, as actual music is handled by LK)
// Music tracks
+// Sound effects (dummy, as actual music is handled by LK)
+// Beat lights
+// FX Button
+// Crossfader
+// Deck platters (turntables)
+// --- Layout constants ---
var deckY = 1366; // Move decks to vertical center of 2732px screen
var deckSpacing = 700;
var crossfaderY = 1800;
var fxButtonY = 2200;
Photorealistic Ferris cabin, sideview
Grey circle with transparent inner place, front view
there are 4 piece of holes in the image, repair it
photorealistic grey Tablet lying down on dj deck, front view. The screen should be dark monocrome screen in power of mode without text.
Photorealistic transparent rectange dj deck sample button with white rounded corners, front view. No text needed on image
Transparent ballon shape.
Replace arrow to OK text
Dancing woman in a white top filled with multi-colored UV ink palm prints. UV luminous bracelet on the arm
Photorealistic dollar, front view
Dancing man in a white shirt filled with multi-colored UV ink palm prints. UV luminous bracelet on the arm
White thin pencil in 45 degrees instead of arrow.
Replace arrow to white X
Change the orange filling color from the middle to black
simple grey colored DJZ logo