User prompt
Make lasershow wider
User prompt
Add more little bit white particles to the upper half of the screen
User prompt
Make discoball lights longers
User prompt
Increase discoball light power a little bit
User prompt
Increase discoball light powera little bit
User prompt
Increase discoball light power
User prompt
Increase discoball light power a little
User prompt
Increase discoball light power
User prompt
Lasershow's head dot should be Color Changing βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Scale down the lasershow's headdot to the quarter
User prompt
Lasershow's head center should be white
User prompt
Scale down the lasershow's headdot to the half βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Scale down the discoball by a little
User prompt
Still not a ball just a papercircle
User prompt
Discoball should be a ball not just a papercircle. Fix this 3d effect βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Discoball should spinning around y axis not x βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Discoball should be grey colored and shining white particles
User prompt
Add working spinning and shining white light discoball to the top of the screen βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Lasershow cannot cover djdeck
User prompt
Take it behind the djdesk
User prompt
Change lasershow green dot to gradient rainbow color and change colors in every second time
User prompt
Change lasershow green dot to gradient rainbow
User prompt
Ensure lasershow are in the bottom of display order so cannot cover anything
User prompt
Remove dark overlay from equalizer
User prompt
Remove dark overlay from lasershow
/**** * 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; }); // Discoball: True 3D disco ball illusion with spinning mirrored tiles and shining white light particles var Discoball = Container.expand(function () { var self = Container.call(this); // Config var ballRadius = 150; var ballDiameter = ballRadius * 2; var numLat = 13; // latitude tiles (vertical) var numLon = 24; // longitude tiles (horizontal) var tileSize = ballDiameter / numLat * 0.95; var tileGap = tileSize * 0.12; var tiles = []; var shineParticles = []; var numShine = 18; var shineRadius = ballRadius * 1.08; var shineMinAlpha = 0.18; var shineMaxAlpha = 0.85; var shineMinSize = tileSize * 0.7; var shineMaxSize = tileSize * 1.7; var spinY = 0; // radians, for y-axis rotation var spinSpeed = 0.012; var spinDir = 1; // --- Mirrored Tiles Grid --- for (var lat = 0; lat < numLat; lat++) { var theta = Math.PI * (lat + 0.5) / numLat; // 0 (top) to PI (bottom) var y = Math.cos(theta) * ballRadius; var r = Math.sin(theta) * ballRadius; for (var lon = 0; lon < numLon; lon++) { var phi = 2 * Math.PI * lon / numLon; // 3D to 2D projection with y-axis spin var x3d = Math.cos(phi) * r; var z3d = Math.sin(phi) * r; // Y-axis spin var x2d = x3d * Math.cos(spinY) - z3d * Math.sin(spinY); var z2d = x3d * Math.sin(spinY) + z3d * Math.cos(spinY); // Only draw front-facing tiles (z2d > 0) if (z2d > 0) { var tile = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: tileSize, height: tileSize }); // Mirror color: light gray, with some random sparkle var base = 0xbb + Math.floor(Math.random() * 0x22); var color = base << 16 | base << 8 | base; tile.tint = color; tile.alpha = 0.92 - 0.18 * (lat / numLat) + Math.random() * 0.08; // Position tile.x = x2d; tile.y = y; // Simulate 3D: scaleX based on z2d tile.scaleX = 1 + 0.18 * (z2d / ballRadius); tile.scaleY = 1; self.addChild(tile); tiles.push({ tile: tile, lat: lat, lon: lon, theta: theta, phi: phi }); } } } // --- Specular highlight (white spot) --- var highlight = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: ballRadius * 0.7, height: ballRadius * 0.36 }); highlight.tint = 0xffffff; highlight.alpha = 0.7; highlight.x = -ballRadius * 0.32; highlight.y = -ballRadius * 0.38; self.addChild(highlight); // --- Shining white light particles --- for (var i = 0; i < numShine; i++) { var angle = 2 * Math.PI * i / numShine + Math.random() * 0.2; var dist = shineRadius * (0.92 + Math.random() * 0.12); var particle = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: shineMinSize + Math.random() * (shineMaxSize - shineMinSize), height: shineMinSize + Math.random() * (shineMaxSize - shineMinSize) }); particle.tint = 0xffffff; particle.alpha = shineMinAlpha + Math.random() * (shineMaxAlpha - shineMinAlpha); particle.x = Math.cos(angle) * dist; particle.y = Math.sin(angle) * dist; self.addChild(particle); shineParticles.push({ particle: particle, baseAngle: angle, baseDist: dist, phase: Math.random() * Math.PI * 2 }); } // --- Light beams (background) --- var numBeams = 32; var beams = []; var lightBeamLength = 800; for (var i = 0; i < numBeams; i++) { var beam = LK.getAsset('crossfaderTrack', { anchorX: 0.5, anchorY: 0, width: 8, height: lightBeamLength }); beam.tint = 0xffffff; beam.alpha = 0.08 + Math.random() * 0.13; beam.rotation = Math.PI * 2 / numBeams * i + Math.random() * 0.1; beams.push(beam); self.addChild(beam); } // --- Animation --- function animateSpinY() { // Animate spinY between -PI/2 and PI/2 for y-axis illusion var target = spinDir > 0 ? Math.PI / 2 : -Math.PI / 2; tween(self, { _spinY: target }, { duration: 1600, easing: tween.linear, onUpdate: function onUpdate() { // nothing, handled in update }, onFinish: function onFinish() { spinDir *= -1; animateSpinY(); } }); } self._spinY = 0; animateSpinY(); self.update = function () { // Animate y-axis spin spinY += spinSpeed * spinDir; if (spinY > Math.PI / 2) spinY = -Math.PI / 2; if (spinY < -Math.PI / 2) spinY = Math.PI / 2; self._spinY += (spinY - self._spinY) * 0.18; // smooth // Update mirrored tiles positions for y-axis spin for (var i = 0; i < tiles.length; i++) { var t = tiles[i]; // 3D to 2D projection with y-axis spin var x3d = Math.cos(t.phi) * Math.sin(t.theta) * ballRadius; var y3d = Math.cos(t.theta) * ballRadius; var z3d = Math.sin(t.phi) * Math.sin(t.theta) * ballRadius; // Y-axis spin var x2d = x3d * Math.cos(self._spinY) - z3d * Math.sin(self._spinY); var z2d = x3d * Math.sin(self._spinY) + z3d * Math.cos(self._spinY); // Only show front-facing tiles if (z2d > 0) { t.tile.visible = true; t.tile.x = x2d; t.tile.y = y3d; t.tile.scaleX = 1 + 0.18 * (z2d / ballRadius); t.tile.scaleY = 1; // Flicker for disco effect t.tile.alpha = 0.88 - 0.18 * (t.lat / numLat) + Math.random() * 0.09; } else { t.tile.visible = false; } } // Animate highlight to move in a small circle for extra 3D effect var t = Date.now() * 0.001; highlight.x = -ballRadius * 0.32 + Math.cos(t * 1.2) * ballRadius * 0.13; highlight.y = -ballRadius * 0.38 + Math.sin(t * 1.2) * ballRadius * 0.09; // Animate shine particles for (var i = 0; i < shineParticles.length; i++) { var s = shineParticles[i]; var phase = t * 1.2 + s.phase; var r = s.baseDist + Math.sin(phase) * 12; s.particle.x = Math.cos(s.baseAngle + Math.sin(phase) * 0.12) * r; s.particle.y = Math.sin(s.baseAngle + Math.cos(phase) * 0.12) * r; s.particle.alpha = shineMinAlpha + (shineMaxAlpha - shineMinAlpha) * (0.5 + 0.5 * Math.sin(phase * 2 + i)); var size = shineMinSize + (shineMaxSize - shineMinSize) * (0.5 + 0.5 * Math.cos(phase * 1.5 + i)); s.particle.width = size; s.particle.height = size; } // Animate beams (spin and flicker) for (var i = 0; i < beams.length; i++) { var beam = beams[i]; beam.rotation += 0.015; beam.alpha = 0.08 + Math.random() * 0.13; } }; 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 }); // Rainbow gradient: hue from 0 to 360 across bars var hue = Math.floor(i / numBars * 360); var rgb = hsvToRgb(hue / 360, 1, 1); bar.tint = rgb[0] << 16 | rgb[1] << 8 | rgb[2]; // No dark overlay or background is added to the equalizer. self.addChild(bar); bars.push(bar); } // HSV to RGB helper function hsvToRgb(h, s, v) { var r, g, b; var i = Math.floor(h * 6); var f = h * 6 - i; var p = v * (1 - s); var q = v * (1 - f * s); var t = v * (1 - (1 - f) * s); switch (i % 6) { case 0: r = v, g = t, b = p; break; case 1: r = q, g = v, b = p; break; case 2: r = p, g = v, b = t; break; case 3: r = p, g = q, b = v; break; case 4: r = t, g = p, b = v; break; case 5: r = v, g = p, b = q; break; } return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)]; } // 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; }); // LaserShow: Realistic party laser show with moving heads and multi-color animated beams var LaserShow = Container.expand(function () { var self = Container.call(this); // Config var numHeads = 6; var beamsPerHead = 3; var headRadius = 800; var centerX = 2048 / 2; var centerY = 400; var beamLength = 1200; var beamWidth = 18; var beamAlpha = 0.45; var headAlpha = 0.7; var heads = []; var beams = []; // Predefined rainbow colors for beams var beamColors = [0xff0000, // red 0xff8000, // orange 0xffff00, // yellow 0x00ff00, // green 0x00ffff, // cyan 0x0000ff, // blue 0x8000ff, // violet 0xff00ff // magenta ]; // Create moving heads and beams for (var h = 0; h < numHeads; h++) { // Head position in a semi-circle var angle = Math.PI * (h + 1) / (numHeads + 1); var hx = centerX + Math.cos(angle) * headRadius; var hy = centerY + Math.sin(angle) * 200; // Head (visual: ellipse, colored) // Use rainbowEllipse for gradient rainbow look var head = LK.getAsset('rainbowEllipse', { anchorX: 0.5, anchorY: 0.5, x: hx, y: hy, width: 20, height: 20 }); head.alpha = headAlpha; // Animate color: store initial hue offset for each head head._rainbowHueOffset = h * (360 / numHeads); self.addChild(head); heads.push(head); // Beams for this head for (var b = 0; b < beamsPerHead; b++) { var beam = LK.getAsset('crossfaderTrack', { anchorX: 0.5, anchorY: 0, x: hx, y: hy, width: beamWidth, height: beamLength }); // Assign color in a rainbow pattern, offset by head and beam beam.tint = beamColors[(h * beamsPerHead + b) % beamColors.length]; beam.alpha = beamAlpha; // Initial rotation beam.rotation = 0; self.addChild(beam); beams.push({ obj: beam, headIdx: h, beamIdx: b, baseAngle: angle }); } } // Animate heads and beams self.update = function () { var t = Date.now() * 0.001; // Animate heads in a subtle up/down and color pulse for (var h = 0; h < heads.length; h++) { var head = heads[h]; // Sway up/down head.y = centerY + Math.sin(Math.PI * (h + 1) / (numHeads + 1)) * 200 + Math.sin(t * 1.2 + h) * 18; // Pulse alpha head.alpha = headAlpha + 0.15 * Math.sin(t * 2 + h); // Animate rainbow color: cycle hue every second // Full cycle every 1 second (t mod 1.0) var hue = (head._rainbowHueOffset + t * 360) % 360 / 360; // HSV to RGB conversion var i = Math.floor(hue * 6); var f = hue * 6 - i; var q = 1 - f; var tcol = 1 - (1 - f); var r, g, b; switch (i % 6) { case 0: r = 1, g = tcol, b = 0; break; case 1: r = q, g = 1, b = 0; break; case 2: r = 0, g = 1, b = tcol; break; case 3: r = 0, g = q, b = 1; break; case 4: r = tcol, g = 0, b = 1; break; case 5: r = 1, g = 0, b = q; break; } var tint = Math.round(r * 255) << 16 | Math.round(g * 255) << 8 | Math.round(b * 255); // Tween the head tint for smooth color change tween(head, { tint: tint }, { duration: 120, easing: tween.linear }); } // Animate beams: sweep, flicker, and color pulse for (var i = 0; i < beams.length; i++) { var beamData = beams[i]; var beam = beamData.obj; var h = beamData.headIdx; var b = beamData.beamIdx; var baseAngle = beamData.baseAngle; // Beam origin follows head var head = heads[h]; beam.x = head.x; beam.y = head.y; // Animate beam angle: base + sweeping + per-beam offset var sweep = Math.sin(t * 1.1 + h + b * 0.7) * 0.25 + Math.sin(t * 0.7 + b) * 0.12; var beatPulse = Math.sin(t * 2.5 + h + b) * 0.08; beam.rotation = baseAngle - Math.PI / 2 + sweep + beatPulse; // Animate beam length for flicker var flicker = 1 + 0.12 * Math.sin(t * 3 + h * 2 + b * 1.5 + Math.sin(t * 1.5 + b)); beam.height = beamLength * flicker; // Animate color pulse (simulate RGB laser color mixing) var colorIdx = (h * beamsPerHead + b + Math.floor(t * 2 + h + b)) % beamColors.length; beam.tint = beamColors[colorIdx]; // Animate alpha for strobe effect beam.alpha = beamAlpha + 0.15 * Math.abs(Math.sin(t * 4 + h + b)); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // --- Discoball (top of screen) --- var discoball = new Discoball(); game.addChild(discoball); discoball.x = 2048 / 2; discoball.y = 200; // Position at the top of the screen discoball.scaleX = 0.8; discoball.scaleY = 0.8; // --- Laser Show (upper half) --- var laserShow = new LaserShow(); game.addChild(laserShow); laserShow.y = -333; // Move laser effect up by 333 units // --- DJ Deck Asset --- var djDeck = LK.getAsset('djDeck', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(djDeck); djDeck.x = 2048 / 2; djDeck.y = 2732 / 2 + 333; // Move the DJ deck down by 333 units // No dark overlay is present, so nothing to remove. // --- Decks --- // 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 = 1000; 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 discoball animation discoball.update(); // Update equalizer animation equalizer.update(); // Update laser show animation laserShow.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
@@ -578,9 +578,15 @@
r = 1, g = 0, b = q;
break;
}
var tint = Math.round(r * 255) << 16 | Math.round(g * 255) << 8 | Math.round(b * 255);
- head.tint = tint;
+ // Tween the head tint for smooth color change
+ tween(head, {
+ tint: tint
+ }, {
+ duration: 120,
+ easing: tween.linear
+ });
}
// Animate beams: sweep, flicker, and color pulse
for (var i = 0; i < beams.length; i++) {
var beamData = beams[i];
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