User prompt
But now reflectors are hided
User prompt
Reflectors should be behing the discoball in display
User prompt
Reflectors should be circle and not just oval
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Add flashing white reflectors to the top of the screen βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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Remove dark overlay from equalizer
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Remove dark overlay from lasershows
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Dancing man and women assets should be behing the lasershow in display
User prompt
Dancing man and women assets should be under the lasershow in display
User prompt
Add animated reflector flash to the upper half of the map βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Fog animation should be oval
User prompt
Add party light to the upper half of the screen βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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Move the equalizer down by 200 units
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Move the equalizer down by 300 units
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Move the dancing man and women assets down by 200 units
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Replace the dancing woman green rectangle in the map to the selected asset
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This last effect should be there only on the upper half of the screen
User prompt
Add flashing colorchanging background βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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Change the fog animation direction from the top right corner of the screen to the left side of the screen
User prompt
Move fogButton to the top right corner of the screen
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Move fogbutton tovthe top right corner of the screen
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Mive the fogbutton down by 100 units
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Move the discoball up by 69 units
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Move the discoball up by 77 units
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Make the lasershows on the bothe sides closer to the middle of the screen
User prompt
Change discoball to render both front and back halves for a full 3D ball illusion Update discoball tile animation to animate both front and back halves
/**** * 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; }); // DancingPerson: Animated dancing people (women and men) var DancingPerson = Container.expand(function () { var self = Container.call(this); // Config // Use the correct asset for dancing woman (image asset 'dancingWoman') and man (keep purple box for man) var assets = ['dancingWoman', 'dancingMan']; // Use image for woman, box for man var assetId = assets[Math.floor(Math.random() * assets.length)]; // Visuals var personGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 1.0 // Anchor at the bottom center (feet) }); // Animation state self.baseY = 0; self.phaseOffset = Math.random() * Math.PI * 2; // Random start phase for animation // Animation self.update = function () { var t = Date.now() * 0.002; // Time for animation // Simple bouncing and swaying animation self.y = self.baseY + Math.sin(t * 3 + self.phaseOffset) * 15; // Bounce up/down self.rotation = Math.sin(t * 2 + self.phaseOffset) * 0.08; // Sway left/right }; 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 = 0.25; var shineMaxAlpha = 0.95; 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 --- // Render both front and back halves for a full 3D ball illusion 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); // Draw both front and back tiles, but make back tiles dimmer and behind for (var side = 0; side < 2; side++) { // side 0: front (z2d > 0), side 1: back (z2d < 0) var isFront = side === 0; // Always create both front and back tiles, but only show one at a time 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; // Back tiles are dimmer and more transparent if (isFront) { tile.alpha = 0.92 - 0.18 * (lat / numLat) + Math.random() * 0.08; } else { tile.alpha = 0.32 - 0.10 * (lat / numLat) + Math.random() * 0.04; } // Position tile.x = x2d; tile.y = y; // Simulate 3D: scaleX based on z2d tile.scaleX = 1 + 0.18 * (Math.abs(z2d) / ballRadius); tile.scaleY = 1; // For back tiles, send to back (add first), for front tiles, add last if (isFront) { self.addChild(tile); } else { self.addChildAt(tile, 0); } tiles.push({ tile: tile, lat: lat, lon: lon, theta: theta, phi: phi, isFront: isFront }); } } } // --- 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 = 1200; // Increased from 800 to 1200 for longer beams 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 = 0.12 + Math.random() * 0.28; beam.rotation = Math.PI * 2 / numBeams * i + Math.random() * 0.1; beams.push(beam); self.addChild(beam); } // --- Animation --- self.update = function () { // Animate y-axis spin in a full 360-degree circle spinY += spinSpeed * spinDir; if (spinY > Math.PI * 2) spinY -= Math.PI * 2; if (spinY < 0) spinY += Math.PI * 2; self._spinY = spinY; // direct assignment for full rotation // 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); // For front tiles, show if z2d > 0; for back tiles, show if z2d < 0 if (t.isFront && z2d > 0 || !t.isFront && z2d < 0) { t.tile.visible = true; t.tile.x = x2d; t.tile.y = y3d; t.tile.scaleX = 1 + 0.18 * (Math.abs(z2d) / ballRadius); t.tile.scaleY = 1; // Flicker for disco effect if (t.isFront) { t.tile.alpha = 0.88 - 0.18 * (t.lat / numLat) + Math.random() * 0.09; } else { t.tile.alpha = 0.28 - 0.10 * (t.lat / numLat) + Math.random() * 0.04; } } 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 = 0.12 + Math.random() * 0.28; } }; 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; }); // FogEffect: Animated fog in upper half of the map var FogEffect = Container.expand(function () { var self = Container.call(this); // Config var numParticles = 60; var particles = []; var particleMinSize = 200; var particleMaxSize = 800; var speedX = 3; // pixels per second, increased horizontal speed var speedY = 0.2; // pixels per second, decreased vertical speed var particleAlpha = 0.18; // Increased particle alpha for denser fog // Create fog particles for (var i = 0; i < numParticles; i++) { var size = particleMinSize + Math.random() * (particleMaxSize - particleMinSize); var particle = LK.getAsset('crossfaderTrack', { anchorX: 0.5, anchorY: 0.5, width: size * 2.0, // Make particles significantly wider height: size * 0.4 // Make particles much flatter }); particle.tint = 0xffffff; // white fog particle.alpha = particleAlpha; // Random initial position in upper half, extending slightly beyond bounds for seamless loop var px = Math.random() * (2048 + particleMaxSize) - particleMaxSize / 2; var py = 100 + Math.random() * (1366 - 100); particle.x = px; particle.y = py; self.addChild(particle); particles.push({ obj: particle, speedScale: 0.5 + Math.random() * 1.0, // particles move at different speeds baseAlpha: particleAlpha }); } // Animation self.update = function () { var t = Date.now() * 0.001; for (var i = 0; i < particles.length; i++) { var p = particles[i]; // Move particles from right to left p.obj.x -= speedX * p.speedScale; p.obj.y += speedY * p.speedScale; // Wrap around horizontally (from left to right) if (p.obj.x < -particleMaxSize / 2) { p.obj.x = 2048 + particleMaxSize / 2; p.obj.y = Math.random() * (2732 / 2 - 100) + 100; // new random y position within upper half } // Animate alpha for subtle flow and density changes p.obj.alpha = p.baseAlpha + 0.08 * Math.sin(t * 0.8 + i); // Increased alpha animation range } }; 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 = 700; // Reduced from 1100 to 700 to move heads closer to the middle var centerX = 2048 / 2; var centerY = 400; var beamLength = 1200; // Reduced from 1600 to 1200 to keep beams inside the new head radius var beamWidth = 18; var beamAlpha = 0.65; 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 ****/ // --- Reflectors (behind discoball) --- var reflectors = []; var numReflectors = 7; var reflectorSpacing = 2048 / (numReflectors + 1); var reflectorY = 80; // Top, but below menu area for (var i = 0; i < numReflectors; i++) { var rx = reflectorSpacing * (i + 1); var reflector = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: 120, height: 120 }); reflector.tint = 0xffffff; reflector.alpha = 0.0; reflector.x = rx; reflector.y = reflectorY; // Add reflectors behind discoball in display order game.addChild(reflector); reflectors.push(reflector); } // --- Discoball (top of screen) --- // Asset for dancing woman // Asset for dancing man var discoball = new Discoball(); // Insert discoball after reflectors so it appears above them game.addChild(discoball); discoball.x = 2048 / 2; discoball.y = 200 - 69; // Move discoball up by 69 units discoball.scaleX = 0.8; discoball.scaleY = 0.8; // --- Extra white particles for upper half sparkle effect --- var extraWhiteParticles = []; var numExtraParticles = 32; for (var i = 0; i < numExtraParticles; i++) { // Random position in upper half, avoid top 100px (menu) var px = 100 + Math.random() * (2048 - 200); var py = 120 + Math.random() * (1366 - 220); var size = 8 + Math.random() * 10; var particle = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: size, height: size }); particle.tint = 0xffffff; particle.alpha = 0.18 + Math.random() * 0.22; particle.x = px; particle.y = py; game.addChild(particle); extraWhiteParticles.push({ obj: particle, baseX: px, baseY: py, phase: Math.random() * Math.PI * 2, baseAlpha: particle.alpha, baseSize: size }); } // Animate extra particles in game.update // --- Fog Effect (upper half) --- var fogEffect = new FogEffect(); game.addChild(fogEffect); fogEffect.y = 0; // Position at the top of the screen // --- 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 + 12; // Move the DJ deck down by 345 units // --- Dancing People --- var dancingPeople = []; var numPeople = 8; var peopleAreaY = djDeck.y - djDeck.height / 2 - 200 + 200; // Position above the DJ deck, moved down by 200 units var peopleAreaWidth = 1600; // Area width for dancing people var startX = 2048 / 2 - peopleAreaWidth / 2; var personSpacing = peopleAreaWidth / (numPeople - 1); for (var i = 0; i < numPeople; i++) { var person = new DancingPerson(); person.x = startX + i * personSpacing; person.baseY = peopleAreaY; // Set the base Y position for animation game.addChild(person); dancingPeople.push(person); } // --- Laser Show (upper half) --- var laserShow = new LaserShow(); game.addChild(laserShow); laserShow.y = -456; // Move laser effect up by 456 units (333 + 123) // --- 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 + 12; // Move the DJ deck down by 345 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(); equalizer.y += 200; // Move the equalizer down by 200 units 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); // --- Fog Button under pause button (top left, but not in 0,0 area) --- var fogButton = LK.getAsset('fogButton', { anchorX: 1.0, anchorY: 0.0 }); LK.gui.topRight.addChild(fogButton); fogButton.x = 0; fogButton.y = 0; // 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 }); // HSV to RGB helper for background color 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)]; } 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 fog effect animation fogEffect.update(); // Update dancing people animations for (var i = 0; i < dancingPeople.length; i++) { dancingPeople[i].update(); } // Animate extra white particles (subtle sparkle and movement) if (extraWhiteParticles) { var t = Date.now() * 0.001; for (var i = 0; i < extraWhiteParticles.length; i++) { var p = extraWhiteParticles[i]; // Subtle float and twinkle p.obj.x = p.baseX + Math.sin(t * 1.2 + p.phase + i) * 8; p.obj.y = p.baseY + Math.cos(t * 1.1 + p.phase + i * 0.7) * 6; p.obj.alpha = p.baseAlpha + 0.10 * Math.sin(t * 2.2 + p.phase + i * 0.5); var s = p.baseSize * (0.95 + 0.12 * Math.sin(t * 1.7 + p.phase + i)); p.obj.width = s; p.obj.height = s; } } // Animate flashing white reflectors if (reflectors) { var t = Date.now() * 0.001; for (var i = 0; i < reflectors.length; i++) { // Staggered flash, each reflector flashes in sequence var phase = t * 2.2 + i * 0.5; // Use a sharp pulse for flash, then fade out var flash = Math.max(0, Math.sin(phase)); // Sharpen the flash curve for a strobe effect flash = Math.pow(flash, 6); reflectors[i].alpha = 0.18 + 0.82 * flash; // Animate as perfect circles for extra pop var size = 120 + 40 * flash; reflectors[i].width = size; reflectors[i].height = size; } } // 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) { // Game over event disabled } // Animate background color var time = Date.now() * 0.0005; // Time for animation var hue = time * 360 % 360; // Cycle through hues over time var rgb = hsvToRgb(hue / 360, 0.6, 0.5); // Convert HSV to RGB (adjust saturation and value for desired effect) game.setBackgroundColor(rgb[0] << 16 | rgb[1] << 8 | rgb[2]); // Win if score is high if (score >= 5000) { LK.effects.flashScreen(0x00ff00, 1000); LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -720,25 +720,22 @@
reflector.tint = 0xffffff;
reflector.alpha = 0.0;
reflector.x = rx;
reflector.y = reflectorY;
+ // Add reflectors behind discoball in display order
game.addChild(reflector);
reflectors.push(reflector);
}
// --- Discoball (top of screen) ---
// Asset for dancing woman
// Asset for dancing man
var discoball = new Discoball();
+// Insert discoball after reflectors so it appears above them
game.addChild(discoball);
discoball.x = 2048 / 2;
discoball.y = 200 - 69; // Move discoball up by 69 units
discoball.scaleX = 0.8;
discoball.scaleY = 0.8;
-// --- Flashing white reflectors at the top of the screen ---
-var reflectors = [];
-var numReflectors = 7;
-var reflectorSpacing = 2048 / (numReflectors + 1);
-var reflectorY = 80; // Top, but below menu area
// --- Extra white particles for upper half sparkle effect ---
var extraWhiteParticles = [];
var numExtraParticles = 32;
for (var i = 0; i < numExtraParticles; 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