User prompt
You failed with the djdeck image realsize again. Repair this fault
User prompt
Move djdeckAsset up by 5 units
User prompt
Move djdeckAsset up by 15 units
User prompt
Move the djdeck up by 5 units
User prompt
I asked from you change the operator color but not the map background
User prompt
Change the operator-background to black
User prompt
Move crossfader and knob up to the samplebuttons center line
User prompt
There is a drag and moving freely problem with knob. Fix it to no delay and no lag
User prompt
Move crossfader and knob down by 333 units
User prompt
Move djdeck down by 23 units
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Move djdeck down by 22 units
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Move djdeck down by 25 units
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Move djdeck down by 20 units
User prompt
Move djdeck down by 15 units
User prompt
Move djdeck down by 12 units
User prompt
Move djdeck down by 4 units
User prompt
Ensure crossfader and knob is upper in in display order than sampletable
User prompt
Ensure the crossfader and knob are above the sampletable in display order
User prompt
Move down the crossfader and knob by 500 units
User prompt
Move down the crossfader and knob between the samplebuttons
User prompt
Turn off the you win effect
User prompt
Remove upmoving effect from the samplebuttons
User prompt
Remove spinning effect from the samplebuttons
User prompt
Add other 8 samplebuttons to the other side of the sampletable with the same placement as the first and second line
User prompt
Move the all the samplebuttons lines left by 5 units
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // ConfettiEffect: Animated confetti falling from the top with multiple types var ConfettiEffect = Container.expand(function () { var self = Container.call(this); // Config var numParticles = 120; // Increased from 80 to 120 for higher density var particles = []; var particleMinSize = 3.0; // Slightly larger minimum size var particleMaxSize = 12.0; // Increased maximum size var speedY = 5; // pixels per second var speedX = 2; // horizontal drift // Define confetti types var confettiTypes = [{ asset: 'centerCircle', name: 'circle' }, { asset: 'crossfaderTrack', name: 'rectangle' }, { asset: 'beatLight', name: 'star' }]; // Create confetti particles for (var i = 0; i < numParticles; i++) { var size = particleMinSize + Math.random() * (particleMaxSize - particleMinSize); // Choose random confetti type var confettiType = confettiTypes[Math.floor(Math.random() * confettiTypes.length)]; var particle; if (confettiType.name === 'rectangle') { // Create rectangular confetti particle = LK.getAsset(confettiType.asset, { anchorX: 0.5, anchorY: 0.5, width: size * 1.5, // Make rectangles wider height: size * 0.7 // Make rectangles flatter }); } else if (confettiType.name === 'star') { // Create star-shaped confetti particle = LK.getAsset(confettiType.asset, { anchorX: 0.5, anchorY: 0.5, width: size * 0.8, height: size * 0.8 }); } else { // Create circular confetti particle = LK.getAsset(confettiType.asset, { anchorX: 0.5, anchorY: 0.5, width: size, height: size }); } // Random color (rainbow) var hue = Math.random(); var rgb = hsvToRgb(hue, 0.9 + Math.random() * 0.1, 0.9 + Math.random() * 0.1); particle.tint = rgb[0] << 16 | rgb[1] << 8 | rgb[2]; // Random initial position in upper half, above screen for seamless loop var px = Math.random() * 2048; var py = -particleMaxSize - Math.random() * 500; particle.x = px; particle.y = py; self.addChild(particle); particles.push({ obj: particle, speedScale: 0.8 + Math.random() * 0.4, // particles fall at slightly different speeds phase: Math.random() * Math.PI * 2, type: confettiType.name, baseSize: size, rotationSpeed: (Math.random() - 0.5) * 0.3 // Random rotation speed }); } // 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)]; } // Animation self.update = function () { var t = Date.now() * 0.001; for (var i = 0; i < particles.length; i++) { var p = particles[i]; // Move particles down with horizontal drift p.obj.y += speedY * p.speedScale; p.obj.x += speedX * Math.sin(t + p.phase); // Wrap around vertically (from bottom to top) if (p.obj.y > 2732) { p.obj.y = -particleMaxSize; p.obj.x = Math.random() * 2048; // new random x position // Reset rotation and add tween effect for new particles p.obj.rotation = 0; tween(p.obj, { rotation: Math.PI * 2 * (Math.random() > 0.5 ? 1 : -1) }, { duration: 2000 + Math.random() * 3000, easing: tween.linear }); } // Enhanced rotation based on type if (p.type === 'rectangle') { p.obj.rotation += p.rotationSpeed * 1.5; // Rectangles rotate faster } else if (p.type === 'star') { p.obj.rotation += p.rotationSpeed * 0.8; // Stars rotate slower } else { p.obj.rotation += p.rotationSpeed; // Circles normal rotation } // Type-specific animations if (p.type === 'rectangle') { // Rectangles flutter var flutter = 0.95 + 0.1 * Math.sin(t * 4 + p.phase); p.obj.scaleX = flutter; p.obj.scaleY = 1.0; } else if (p.type === 'star') { // Stars twinkle var twinkle = 0.9 + 0.2 * Math.sin(t * 6 + p.phase); p.obj.scaleX = twinkle; p.obj.scaleY = twinkle; // Add alpha twinkling p.obj.alpha = 0.8 + 0.2 * Math.sin(t * 5 + p.phase); } else { // Circles flicker size var baseSize = p.baseSize; var s = baseSize * (0.95 + 0.1 * Math.sin(t * 3 + p.phase)); p.obj.width = s; p.obj.height = s; } } }; return self; }); // 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 (forcedAssetId) { var self = Container.call(this); // Config var assetId; if (typeof forcedAssetId === 'string') { assetId = forcedAssetId; } else { // fallback to random if not provided var assets = ['dancingWoman', 'dancingMan']; 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) --- // Removed the white oval particle in front of the discoball // --- 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 // (highlight removed, nothing to animate here) var t = Date.now() * 0.001; // 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; }); // FerrisWheel: Animated slow spinning, color-changing Ferris wheel var FerrisWheel = Container.expand(function () { var self = Container.call(this); // Config self.wheelRadius = 200; self.numCabins = 8; self.spinSpeed = 0.002; // Radians per update for wheelAssembly self.colorChangeCycleTime = 6000; // ms for a full color cycle for a cabin // HSV to RGB helper function (essential for color animations) 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_color = v * (1 - (1 - f) * s); // Renamed 't' to avoid conflict switch (i % 6) { case 0: r = v; g = t_color; b = p; break; case 1: r = q; g = v; b = p; break; case 2: r = p; g = v; b = t_color; break; case 3: r = p; g = q; b = v; break; case 4: r = t_color; 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)]; } // Wheel structure (hub and spokes) - this part will rotate self.wheelAssembly = self.addChild(new Container()); // --- Full Circle (Rim) --- // Approximate a circle by placing many small ellipses around the rim self.rimSegments = 36; self.rimRadius = self.wheelRadius; for (var i = 0; i < self.rimSegments; i++) { var rimAngle = Math.PI * 2 / self.rimSegments * i; var rimX = Math.cos(rimAngle) * self.rimRadius; var rimY = Math.sin(rimAngle) * self.rimRadius; var rim = self.wheelAssembly.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: 11, height: 11, x: rimX, y: rimY }); rim.tint = 0xffffff; rim.alpha = 0.7; } // Central Hub var hub = self.wheelAssembly.attachAsset('ferrisHub', { anchorX: 0.5, anchorY: 0.5 }); // Spokes for (var i = 0; i < self.numCabins; i++) { var angle = Math.PI * 2 / self.numCabins * i; var spoke = self.wheelAssembly.attachAsset('ferrisSpoke', { anchorX: 0.5, anchorY: 0, // Anchor at the hub-connection point height: self.wheelRadius, // Spoke length is the wheel radius rotation: angle }); } // Cabins - these will be positioned along the rim and kept upright self.cabins = []; for (var i = 0; i < self.numCabins; i++) { var cabinAngle = Math.PI * 2 / self.numCabins * i; // Create cabin using LK.getAsset and add it as a child to the FerrisWheel container (self) var cabin = self.addChild(LK.getAsset('ferrisCabin', { anchorX: 0.5, anchorY: 0.5 })); cabin.initialAngle = cabinAngle; // Store its angular position on the wheel // Initial position and color var xPos = Math.cos(cabinAngle) * self.wheelRadius; var yPos = Math.sin(cabinAngle) * self.wheelRadius; cabin.x = xPos; cabin.y = yPos; var initialHue = cabin.initialAngle / (Math.PI * 2) % 1.0; var initialRgb = hsvToRgb(initialHue, 0.85, 0.95); cabin.tint = initialRgb[0] << 16 | initialRgb[1] << 8 | initialRgb[2]; self.cabins.push(cabin); } self.update = function () { // Spin the wheel assembly self.wheelAssembly.rotation += self.spinSpeed; // Update cabin positions and colors var globalTimeFactor = Date.now() % self.colorChangeCycleTime / self.colorChangeCycleTime; for (var i = 0; i < self.cabins.length; i++) { var cabin = self.cabins[i]; // Calculate current angle of the cabin attachment point on the rotating wheel var currentAttachmentAngle = cabin.initialAngle + self.wheelAssembly.rotation; // Update cabin position relative to the FerrisWheel container's center cabin.x = Math.cos(currentAttachmentAngle) * self.wheelRadius; cabin.y = Math.sin(currentAttachmentAngle) * self.wheelRadius; // Cabins are direct children of 'self' (FerrisWheel container). // 'self' itself is not rotating, so cabins remain upright (rotation = 0) by default. // Animate color: Cycle hue for each cabin var cabinHue = (cabin.initialAngle / (Math.PI * 2) + globalTimeFactor) % 1.0; var rgb = hsvToRgb(cabinHue, 0.85, 0.95); var newTint = rgb[0] << 16 | rgb[1] << 8 | rgb[2]; // Tween for smooth color change if (cabin.tint !== newTint) { tween.stop(cabin, { tint: true }); // Stop existing tint tweens on this cabin tween(cabin, { tint: newTint }, { duration: 300, easing: tween.linear }); } } }; return self; }); // FireworksEffect: Animated fireworks exploding in the upper half of the screen var FireworksEffect = Container.expand(function () { var self = Container.call(this); // Config var numRockets = 2; // Number of simultaneous rockets/explosions var rocketInterval = 2500; // ms between new rockets var rocketTimer = 0; var lastTickTime = Date.now(); var rockets = []; var explosionParticles = []; // Predefined rainbow colors for explosions var beamColors = [0xff0000, // red 0xff8000, // orange 0xffff00, // yellow 0x00ff00, // green 0x00ffff, // cyan 0x0000ff, // blue 0x8000ff, // violet 0xff00ff // magenta ]; // Explosion particle configuration var particleMinSize = 8; var particleMaxSize = 20; var particleSpeed = 15; // pixels per update var particleLifetime = 1000; // ms // Create an explosion function createExplosion(x, y, color) { var numParticles = 20 + Math.random() * 10; for (var i = 0; i < numParticles; i++) { var angle = Math.random() * Math.PI * 2; var speed = particleSpeed * (0.8 + Math.random() * 0.4); var particle = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: (particleMinSize + Math.random() * (particleMaxSize - particleMinSize)) * 0.5, height: (particleMinSize + Math.random() * (particleMaxSize - particleMinSize)) * 0.5 }); particle.tint = color; particle.alpha = 1.0; particle.x = x; particle.y = y; self.addChild(particle); explosionParticles.push({ obj: particle, speedX: Math.cos(angle) * speed, speedY: Math.sin(angle) * speed, startTime: Date.now(), color: color }); } } // Animation self.update = function () { var now = Date.now(); var delta = now - lastTickTime; lastTickTime = now; // --- Manage rockets --- rocketTimer += delta; if (rocketTimer >= rocketInterval && rockets.length < numRockets) { rocketTimer -= rocketInterval; // Launch a new rocket from the bottom var startX = 200 + Math.random() * (2048 - 400); var endY = 200 + Math.random() * (600 - 200); // Explode in upper half var rocket = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: 10, height: 10 }); rocket.tint = 0xffffff; // White trail rocket.alpha = 0.8; rocket.x = startX; rocket.y = 2732; // Start from bottom self.addChild(rocket); rockets.push({ obj: rocket, startX: startX, endY: endY, speedY: -(2732 - endY) / (rocketInterval * 0.6) * 16, // Adjust speed based on distance and interval color: beamColors[Math.floor(Math.random() * beamColors.length)], // Random explosion color from beamColors launchedTime: now }); } // Update rockets for (var i = rockets.length - 1; i >= 0; i--) { var rocket = rockets[i]; rocket.obj.y += rocket.speedY * (delta / 16); // Move rocket based on delta // Check if rocket reached explosion point if (rocket.obj.y <= rocket.endY || now - rocket.launchedTime > rocketInterval * 0.8) { // Explode also after a certain time createExplosion(rocket.obj.x, rocket.obj.y, rocket.color); rocket.obj.destroy(); rockets.splice(i, 1); } } // Update explosion particles for (var i = explosionParticles.length - 1; i >= 0; i--) { var p = explosionParticles[i]; var elapsed = now - p.startTime; if (elapsed > particleLifetime) { p.obj.destroy(); explosionParticles.splice(i, 1); } else { // Move particle p.obj.x += p.speedX * (delta / 16); p.obj.y += p.speedY * (delta / 16); // Fade out p.obj.alpha = 1.0 - elapsed / particleLifetime; } } }; return self; }); // Flamethrower: Animated flames from the ground var Flamethrower = Container.expand(function () { var self = Container.call(this); // Visuals - Flamethrower base var base = self.attachAsset('flamethrowerBase', { anchorX: 0.5, anchorY: 1.0, scaleX: 0.5, scaleY: 0.5 }); base.y = 0; // Position at the base of the container // Config var numParticles = 20; var particles = []; var particleMinSize = 40; var particleMaxSize = 120; var speedY = -15; // pixels per second (upwards) var speedX = 4; // horizontal flicker/sway var particleLifetime = 500; // ms // 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)]; } // Create flame particles self.createFlame = function () { var size = (particleMinSize + Math.random() * (particleMaxSize - particleMinSize)) * 0.48; var particle = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: size, height: size }); // Flame color (yellow to red) var hue = Math.random() * 0.1 + 0.05; // Hue from 0.05 (reddish-orange) to 0.15 (yellowish-orange) var rgb = hsvToRgb(hue, 1, 1); particle.tint = rgb[0] << 16 | rgb[1] << 8 | rgb[2]; // Initial position at the base of the flamethrower // Position the particle relative to the top-center of the base graphic particle.x = 0; // Relative to the Flamethrower container's origin particle.y = -base.height; // Position above the base graphic particle.alpha = 0.8 + Math.random() * 0.2; self.addChild(particle); particles.push({ obj: particle, speedScale: 0.8 + Math.random() * 0.4, startTime: Date.now(), baseSize: size, phase: Math.random() * Math.PI * 2 }); }; // Animation self.update = function () { var now = Date.now(); var delta = now - (self._lastTickTime || now); self._lastTickTime = now; // Create new particles periodically if (particles.length < numParticles) { self.createFlame(); } // Update particles for (var i = particles.length - 1; i >= 0; i--) { var p = particles[i]; var elapsed = now - p.startTime; if (elapsed > particleLifetime) { p.obj.destroy(); particles.splice(i, 1); } else { // Move particle upwards with horizontal flicker p.obj.y += speedY * p.speedScale * (delta / 16); p.obj.x += speedX * Math.sin(now * 0.003 + p.phase) * p.speedScale * (delta / 16); // Fade out p.obj.alpha = (1.0 - elapsed / particleLifetime) * (0.8 + 0.2 * Math.sin(now * 0.004 + p.phase)); // Add flicker to fade // Scale down over time var size = p.baseSize * (1.0 - elapsed / particleLifetime * 0.8); p.obj.width = size; p.obj.height = size; // Animate color slightly towards red as it fades var fadeHue = Math.random() * 0.05; // Shift slightly towards red (hue 0) var fadeRgb = hsvToRgb(fadeHue, 1, 1); var originalTint = p.obj.tint; var r1 = originalTint >> 16 & 0xFF; var g1 = originalTint >> 8 & 0xFF; var b1 = originalTint & 0xFF; var r2 = fadeRgb[0]; var g2 = fadeRgb[1]; var b2 = fadeRgb[2]; var blend = elapsed / particleLifetime; var r = Math.round(r1 * (1 - blend) + r2 * blend); var g = Math.round(g1 * (1 - blend) + g2 * blend); var b = Math.round(b1 * (1 - blend) + b2 * blend); p.obj.tint = r << 16 | g << 8 | b; } } }; return self; }); // FogEffect: Animated fog in upper half of the map var FogEffect = Container.expand(function () { var self = Container.call(this); // Config var numParticles = 20; 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; }); // SmokeDiffuser: Animated smoke diffuser with rising smoke puffs var SmokeDiffuser = Container.expand(function () { var self = Container.call(this); // Visuals - Diffuser base (small ellipse) var base = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 1.0, width: 60, height: 30, y: 0 }); base.tint = 0x888888; base.alpha = 0.85; // Config var numParticles = 10; var particles = []; var particleMinSize = 32; var particleMaxSize = 64; var speedY = -3.5; // pixels per frame (upwards) var speedX = 0.7; // horizontal drift var particleLifetime = 1200; // ms // Create a smoke puff self.createSmoke = function () { var size = particleMinSize + Math.random() * (particleMaxSize - particleMinSize); var puff = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: size, height: size }); // Smoke color: light gray, some randomization var gray = 180 + Math.floor(Math.random() * 40); puff.tint = gray << 16 | gray << 8 | gray; puff.alpha = 0.32 + Math.random() * 0.18; // Start at base, with slight random x offset puff.x = Math.random() * 16 - 8; puff.y = -base.height + Math.random() * 8; self.addChild(puff); particles.push({ obj: puff, speedScale: 0.8 + Math.random() * 0.5, startTime: Date.now(), baseSize: size, phase: Math.random() * Math.PI * 2 }); }; // Animation self.update = function () { var now = Date.now(); // Create new puffs if needed if (particles.length < numParticles) { self.createSmoke(); } // Update puffs for (var i = particles.length - 1; i >= 0; i--) { var p = particles[i]; var elapsed = now - p.startTime; if (elapsed > particleLifetime) { p.obj.destroy(); particles.splice(i, 1); } else { // Move upwards, drift sideways p.obj.y += speedY * p.speedScale; p.obj.x += speedX * Math.sin(now * 0.001 + p.phase) * p.speedScale; // Fade out and grow p.obj.alpha = (1.0 - elapsed / particleLifetime) * (0.32 + 0.18 * Math.sin(now * 0.002 + p.phase)); var size = p.baseSize * (1.0 + elapsed / particleLifetime * 0.7); p.obj.width = size; p.obj.height = size; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // --- Reflectors (behind discoball) --- // Default height, class will use actual radius var reflectors = []; var numReflectors = 7; var reflectorSpacing = 2048 / (numReflectors + 1); var reflectorY = 80; // Top, but below menu area // Create reflectors but do not add to game yet for (var i = 0; i < numReflectors; i++) { var rx = reflectorSpacing * (i + 1); var reflector = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 60 }); reflector.tint = 0xffffff; reflector.alpha = 0.0; reflector.x = rx; reflector.y = reflectorY; reflectors.push(reflector); } // --- Discoball (top of screen) --- // Asset for dancing woman // Asset for dancing man var discoball = new Discoball(); // Add reflectors behind discoball in display order for (var i = 0; i < reflectors.length; i++) { game.addChild(reflectors[i]); } // 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 // --- Confetti Effect (upper half) --- var confettiEffect = new ConfettiEffect(); game.addChild(confettiEffect); confettiEffect.y = 0; // Position at the top of the screen // --- DJ Deck Asset --- var djDeck = LK.getAsset('desk', { anchorX: 0.5, anchorY: 0.5, width: 2048, height: 2020 * (2048 / 2040) // maintain aspect ratio }); game.addChild(djDeck); djDeck.x = 2048 / 2; djDeck.y = 2732 / 2 + 333 + 12 + 12; // Move the DJ deck down by 357 units // --- Dancing People --- var dancingPeople = []; var numPeople = 8; var peopleAreaY = djDeck.y - djDeck.height / 2 - 200 + 200 + 69; // Position above the DJ deck, moved down by 200 units, then down by 69 more var peopleAreaWidth = 1600 - 25 * (numPeople - 1); // Area width for dancing people, reduced to move people closer var startX = 2048 / 2 - peopleAreaWidth / 2 - 77; var personSpacing = peopleAreaWidth / (numPeople - 1); for (var i = 0; i < numPeople; i++) { // Alternate: even index = woman, odd index = man var genderAsset = i % 2 === 0 ? 'dancingWoman' : 'dancingMan'; var person = new DancingPerson(genderAsset); 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) // --- Fireworks Effect (upper half) --- var fireworksEffect = new FireworksEffect(); game.addChild(fireworksEffect); fireworksEffect.y = 0; // Position at the top of the screen // --- Ferris Wheel (upper half) --- var ferrisWheel = new FerrisWheel(); game.addChild(ferrisWheel); ferrisWheel.x = 2048 / 2 - 400; ferrisWheel.y = 450; // Positioned in the upper-middle part of the screen ferrisWheel.scaleX = 0.8; ferrisWheel.scaleY = 0.8; // --- DJ Deck Asset --- var djDeck = LK.getAsset('desk', { anchorX: 0.5, anchorY: 0.5, width: 2048, height: 2020 * (2048 / 2040) // maintain aspect ratio }); game.addChild(djDeck); djDeck.x = 2048 / 2; djDeck.y = 2732 / 2 + 333 + 12 + 12; // Move the DJ deck down by 357 units // No dark overlay is present, so nothing to remove. // --- Dancing People --- var dancingPeople = []; var numPeople = 8; var peopleAreaY = djDeck.y - djDeck.height / 2 - 200 + 200 + 69; // Position above the DJ deck, moved down by 200 units, then down by 69 more var peopleAreaWidth = 1600 - 25 * (numPeople - 1); // Area width for dancing people, reduced to move people closer 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); } // --- Smoke Diffuser (left of people line) --- var smokeDiffuser = new SmokeDiffuser(); // Place to the left of the first dancing person, with a little gap, and move right by 32 units smokeDiffuser.x = startX - 80 + 32; smokeDiffuser.y = peopleAreaY + 18; // Align base with people feet game.addChild(smokeDiffuser); // --- Add 5 more smoke machines to the right of the first one, spaced 300 units apart, all moved right by 32 units --- var smokeDiffusers = [smokeDiffuser]; for (var i = 1; i <= 5; i++) { var sd = new SmokeDiffuser(); sd.x = smokeDiffuser.x + i * 300; sd.y = peopleAreaY + 18; game.addChild(sd); smokeDiffusers.push(sd); } // --- Flamethrower --- var flamethrower = new Flamethrower(); // Position the flamethrower to the right of the dancing people line flamethrower.x = startX + peopleAreaWidth + 100 + 77 + 7; // Move flamethrower right by 84 units (77+7) // Move the flamethrower down so the flame aligns with the top of the base, then up by 100 units flamethrower.y = peopleAreaY + (flamethrower.height ? flamethrower.height * 0.5 : 75) - 100; // 75 is half of base height (150*0.5), fallback if height is not set game.addChild(flamethrower); // --- Second Flamethrower (left edge) --- var flamethrowerLeft = new Flamethrower(); // Place at the left edge, aligned with the people line flamethrowerLeft.x = startX - 200; // Move left flamethrower left by 100 more units flamethrowerLeft.y = peopleAreaY + (flamethrowerLeft.height ? flamethrowerLeft.height * 0.5 : 75) - 100; // Move base up by 100 units game.addChild(flamethrowerLeft); // Ensure ferriswheel, cabins, and rim dots are always under the dancing people in display order for (var i = 0; i < dancingPeople.length; i++) { // Find the minimum index among all dancing people var minIndex = game.children.length; for (var j = 0; j < dancingPeople.length; j++) { var idx = game.children.indexOf(dancingPeople[j]); if (idx !== -1 && idx < minIndex) minIndex = idx; } // Move ferrisWheel itself below all dancing people if (game.children.indexOf(ferrisWheel) > minIndex) { game.setChildIndex(ferrisWheel, minIndex); } // Move all cabins below all dancing people if (ferrisWheel.cabins) { for (var c = 0; c < ferrisWheel.cabins.length; c++) { var cabin = ferrisWheel.cabins[c]; if (game.children.indexOf(cabin) > minIndex) { game.setChildIndex(cabin, minIndex); } } } // Move all rim dots (centerCircle assets attached to wheelAssembly) below all dancing people if (ferrisWheel.wheelAssembly && ferrisWheel.wheelAssembly.children) { for (var w = 0; w < ferrisWheel.wheelAssembly.children.length; w++) { var rimDot = ferrisWheel.wheelAssembly.children[w]; // Only move rim dots (centerCircle assets, not hub or spokes) if (rimDot && rimDot.assetId === 'centerCircle') { // The rim dots are not direct children of game, but of wheelAssembly, so nothing to do here for game order // If in future, rim dots are added to game, ensure they are below dancing people } } } // Now, ensure this dancing person is above ferrisWheel and all its parts var maxFerrisIndex = game.children.indexOf(ferrisWheel); if (ferrisWheel.cabins) { for (var c = 0; c < ferrisWheel.cabins.length; c++) { var idx = game.children.indexOf(ferrisWheel.cabins[c]); if (idx > maxFerrisIndex) maxFerrisIndex = idx; } } // (Rim dots are not direct children of game, so not included) game.setChildIndex(dancingPeople[i], maxFerrisIndex + 1); } // --- 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); // --- DJDeck Asset (center of map) --- var djdeckAsset = LK.getAsset('djdeck', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(djdeckAsset); djdeckAsset.x = 2048 / 2; djdeckAsset.y = 2732 / 2 + 300; // --- Sampletable Asset (center of map) --- var sampletableAsset = LK.getAsset('sampletable', { anchorX: 0.5, anchorY: 1.0 }); game.addChild(sampletableAsset); sampletableAsset.x = 2048 / 2; sampletableAsset.y = 2732; // --- Samplebutton Asset (left side corner of sampletable) --- var samplebuttonAsset = LK.getAsset('samplebutton', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(samplebuttonAsset); samplebuttonAsset.x = sampletableAsset.x - sampletableAsset.width / 2 + samplebuttonAsset.width / 2 + 50 - 4; samplebuttonAsset.y = sampletableAsset.y - samplebuttonAsset.height / 2 - 50; // Add functionality to first samplebutton samplebuttonAsset.down = function (x, y, obj) { // Play sample1 sound LK.getSound('sample1').play(); // Visual feedback - scale animation tween(samplebuttonAsset, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, onFinish: function onFinish() { tween(samplebuttonAsset, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); // Flash effect LK.effects.flashObject(samplebuttonAsset, 0xff0000, 300); }; // --- Second Samplebutton Asset (reusing existing asset for memory efficiency) --- var samplebuttonAsset2 = LK.getAsset('samplebutton', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(samplebuttonAsset2); samplebuttonAsset2.x = sampletableAsset.x - sampletableAsset.width / 2 + samplebuttonAsset2.width / 2 + 200 - 4; samplebuttonAsset2.y = sampletableAsset.y - samplebuttonAsset2.height / 2 - 50; // --- Third Samplebutton Asset --- var samplebuttonAsset3 = LK.getAsset('samplebutton', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(samplebuttonAsset3); samplebuttonAsset3.x = sampletableAsset.x - sampletableAsset.width / 2 + samplebuttonAsset3.width / 2 + 350; samplebuttonAsset3.y = sampletableAsset.y - samplebuttonAsset3.height / 2 - 50; // Add functionality to third samplebutton samplebuttonAsset3.down = function (x, y, obj) { // Play sample3 sound LK.getSound('sample3').play(); // Visual feedback - color flash animation tween(samplebuttonAsset3, { tint: 0x0000ff }, { duration: 150, onFinish: function onFinish() { tween(samplebuttonAsset3, { tint: 0xffffff }, { duration: 150 }); } }); // Flash effect with blue color LK.effects.flashObject(samplebuttonAsset3, 0x0000ff, 300); score += 50; combo += 1; }; // --- Fourth Samplebutton Asset --- var samplebuttonAsset4 = LK.getAsset('samplebutton', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(samplebuttonAsset4); samplebuttonAsset4.x = sampletableAsset.x - sampletableAsset.width / 2 + samplebuttonAsset4.width / 2 + 500 - 4; samplebuttonAsset4.y = sampletableAsset.y - samplebuttonAsset4.height / 2 - 50; // Add functionality to fourth samplebutton samplebuttonAsset4.down = function (x, y, obj) { // Play sample4 sound LK.getSound('sample4').play(); // Visual feedback - pulse animation tween(samplebuttonAsset4, { alpha: 0.3 }, { duration: 80, onFinish: function onFinish() { tween(samplebuttonAsset4, { alpha: 1.0 }, { duration: 80 }); } }); // Flash effect with purple color LK.effects.flashObject(samplebuttonAsset4, 0xff00ff, 300); score += 50; combo += 1; }; // --- Second Line Samplebuttons (Above First Line) --- // --- First Samplebutton Second Line --- var samplebuttonAsset5 = LK.getAsset('samplebutton', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(samplebuttonAsset5); samplebuttonAsset5.x = sampletableAsset.x - sampletableAsset.width / 2 + samplebuttonAsset5.width / 2 + 50 - 4; samplebuttonAsset5.y = sampletableAsset.y - samplebuttonAsset5.height / 2 - 250; // Add functionality to fifth samplebutton samplebuttonAsset5.down = function (x, y, obj) { // Play sample1 sound with different effect LK.getSound('sample1').play(); // Visual feedback - scale animation tween(samplebuttonAsset5, { scaleX: 1.3, scaleY: 1.3 }, { duration: 200, onFinish: function onFinish() { tween(samplebuttonAsset5, { scaleX: 1, scaleY: 1 }, { duration: 200 }); } }); // Flash effect with cyan color LK.effects.flashObject(samplebuttonAsset5, 0x00ffff, 300); score += 75; combo += 1; }; // --- Second Samplebutton Second Line --- var samplebuttonAsset6 = LK.getAsset('samplebutton', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(samplebuttonAsset6); samplebuttonAsset6.x = sampletableAsset.x - sampletableAsset.width / 2 + samplebuttonAsset6.width / 2 + 200 - 4; samplebuttonAsset6.y = sampletableAsset.y - samplebuttonAsset6.height / 2 - 250; // Add functionality to sixth samplebutton samplebuttonAsset6.down = function (x, y, obj) { // Play sample2 sound with different effect LK.getSound('sample2').play(); // Visual feedback - scale animation tween(samplebuttonAsset6, { scaleX: 1.2, scaleY: 1.2 }, { duration: 150, onFinish: function onFinish() { tween(samplebuttonAsset6, { scaleX: 1, scaleY: 1 }, { duration: 150 }); } }); // Flash effect with magenta color LK.effects.flashObject(samplebuttonAsset6, 0xff00ff, 300); score += 75; combo += 1; }; // --- Third Samplebutton Second Line --- var samplebuttonAsset7 = LK.getAsset('samplebutton', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(samplebuttonAsset7); samplebuttonAsset7.x = sampletableAsset.x - sampletableAsset.width / 2 + samplebuttonAsset7.width / 2 + 350 - 4; samplebuttonAsset7.y = sampletableAsset.y - samplebuttonAsset7.height / 2 - 250; // Add functionality to seventh samplebutton samplebuttonAsset7.down = function (x, y, obj) { // Play sample3 sound with different effect LK.getSound('sample3').play(); // Visual feedback - pulsing tint animation tween(samplebuttonAsset7, { tint: 0xffff00, scaleX: 0.8, scaleY: 0.8 }, { duration: 120, onFinish: function onFinish() { tween(samplebuttonAsset7, { tint: 0xffffff, scaleX: 1, scaleY: 1 }, { duration: 120 }); } }); // Flash effect with yellow color LK.effects.flashObject(samplebuttonAsset7, 0xffff00, 300); score += 75; combo += 1; }; // --- Fourth Samplebutton Second Line --- var samplebuttonAsset8 = LK.getAsset('samplebutton', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(samplebuttonAsset8); samplebuttonAsset8.x = sampletableAsset.x - sampletableAsset.width / 2 + samplebuttonAsset8.width / 2 + 500 - 4; samplebuttonAsset8.y = sampletableAsset.y - samplebuttonAsset8.height / 2 - 250; // Add functionality to eighth samplebutton samplebuttonAsset8.down = function (x, y, obj) { // Play sample4 sound with different effect LK.getSound('sample4').play(); // Visual feedback - alpha fade tween(samplebuttonAsset8, { alpha: 0.5 }, { duration: 300, onFinish: function onFinish() { tween(samplebuttonAsset8, { alpha: 1.0 }, { duration: 100 }); } }); // Flash effect with orange color LK.effects.flashObject(samplebuttonAsset8, 0xff8000, 300); score += 75; combo += 1; }; // Add different functionality to second samplebutton samplebuttonAsset2.down = function (x, y, obj) { // Play sample2 sound (different from first button) LK.getSound('sample2').play(); // Visual feedback - scale animation tween(samplebuttonAsset2, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, onFinish: function onFinish() { tween(samplebuttonAsset2, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); // Flash effect with different color LK.effects.flashObject(samplebuttonAsset2, 0x00ff00, 300); // Add score bonus for using sample buttons score += 50; combo += 1; }; // --- Right Side Sample Buttons (First Line) --- // --- First Samplebutton Right Side First Line --- var samplebuttonAssetR1 = LK.getAsset('samplebutton', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(samplebuttonAssetR1); samplebuttonAssetR1.x = sampletableAsset.x + sampletableAsset.width / 2 - samplebuttonAssetR1.width / 2 - 50 + 4; samplebuttonAssetR1.y = sampletableAsset.y - samplebuttonAssetR1.height / 2 - 50; // Add functionality to first right side samplebutton samplebuttonAssetR1.down = function (x, y, obj) { // Play sample1 sound LK.getSound('sample1').play(); // Visual feedback - scale animation tween(samplebuttonAssetR1, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, onFinish: function onFinish() { tween(samplebuttonAssetR1, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); // Flash effect LK.effects.flashObject(samplebuttonAssetR1, 0xff0000, 300); }; // --- Second Samplebutton Right Side First Line --- var samplebuttonAssetR2 = LK.getAsset('samplebutton', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(samplebuttonAssetR2); samplebuttonAssetR2.x = sampletableAsset.x + sampletableAsset.width / 2 - samplebuttonAssetR2.width / 2 - 200 + 4; samplebuttonAssetR2.y = sampletableAsset.y - samplebuttonAssetR2.height / 2 - 50; // Add functionality to second right side samplebutton samplebuttonAssetR2.down = function (x, y, obj) { // Play sample2 sound LK.getSound('sample2').play(); // Visual feedback - scale animation tween(samplebuttonAssetR2, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, onFinish: function onFinish() { tween(samplebuttonAssetR2, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); // Flash effect with different color LK.effects.flashObject(samplebuttonAssetR2, 0x00ff00, 300); // Add score bonus for using sample buttons score += 50; combo += 1; }; // --- Third Samplebutton Right Side First Line --- var samplebuttonAssetR3 = LK.getAsset('samplebutton', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(samplebuttonAssetR3); samplebuttonAssetR3.x = sampletableAsset.x + sampletableAsset.width / 2 - samplebuttonAssetR3.width / 2 - 350 + 4; samplebuttonAssetR3.y = sampletableAsset.y - samplebuttonAssetR3.height / 2 - 50; // Add functionality to third right side samplebutton samplebuttonAssetR3.down = function (x, y, obj) { // Play sample3 sound LK.getSound('sample3').play(); // Visual feedback - color flash animation tween(samplebuttonAssetR3, { tint: 0x0000ff }, { duration: 150, onFinish: function onFinish() { tween(samplebuttonAssetR3, { tint: 0xffffff }, { duration: 150 }); } }); // Flash effect with blue color LK.effects.flashObject(samplebuttonAssetR3, 0x0000ff, 300); score += 50; combo += 1; }; // --- Fourth Samplebutton Right Side First Line --- var samplebuttonAssetR4 = LK.getAsset('samplebutton', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(samplebuttonAssetR4); samplebuttonAssetR4.x = sampletableAsset.x + sampletableAsset.width / 2 - samplebuttonAssetR4.width / 2 - 500 + 4; samplebuttonAssetR4.y = sampletableAsset.y - samplebuttonAssetR4.height / 2 - 50; // Add functionality to fourth right side samplebutton samplebuttonAssetR4.down = function (x, y, obj) { // Play sample4 sound LK.getSound('sample4').play(); // Visual feedback - pulse animation tween(samplebuttonAssetR4, { alpha: 0.3 }, { duration: 80, onFinish: function onFinish() { tween(samplebuttonAssetR4, { alpha: 1.0 }, { duration: 80 }); } }); // Flash effect with purple color LK.effects.flashObject(samplebuttonAssetR4, 0xff00ff, 300); score += 50; combo += 1; }; // --- Right Side Sample Buttons (Second Line) --- // --- First Samplebutton Right Side Second Line --- var samplebuttonAssetR5 = LK.getAsset('samplebutton', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(samplebuttonAssetR5); samplebuttonAssetR5.x = sampletableAsset.x + sampletableAsset.width / 2 - samplebuttonAssetR5.width / 2 - 50 + 4; samplebuttonAssetR5.y = sampletableAsset.y - samplebuttonAssetR5.height / 2 - 250; // Add functionality to fifth right side samplebutton samplebuttonAssetR5.down = function (x, y, obj) { // Play sample1 sound with different effect LK.getSound('sample1').play(); // Visual feedback - scale animation tween(samplebuttonAssetR5, { scaleX: 1.3, scaleY: 1.3 }, { duration: 200, onFinish: function onFinish() { tween(samplebuttonAssetR5, { scaleX: 1, scaleY: 1 }, { duration: 200 }); } }); // Flash effect with cyan color LK.effects.flashObject(samplebuttonAssetR5, 0x00ffff, 300); score += 75; combo += 1; }; // --- Second Samplebutton Right Side Second Line --- var samplebuttonAssetR6 = LK.getAsset('samplebutton', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(samplebuttonAssetR6); samplebuttonAssetR6.x = sampletableAsset.x + sampletableAsset.width / 2 - samplebuttonAssetR6.width / 2 - 200 + 4; samplebuttonAssetR6.y = sampletableAsset.y - samplebuttonAssetR6.height / 2 - 250; // Add functionality to sixth right side samplebutton samplebuttonAssetR6.down = function (x, y, obj) { // Play sample2 sound with different effect LK.getSound('sample2').play(); // Visual feedback - scale animation tween(samplebuttonAssetR6, { scaleX: 1.2, scaleY: 1.2 }, { duration: 150, onFinish: function onFinish() { tween(samplebuttonAssetR6, { scaleX: 1, scaleY: 1 }, { duration: 150 }); } }); // Flash effect with magenta color LK.effects.flashObject(samplebuttonAssetR6, 0xff00ff, 300); score += 75; combo += 1; }; // --- Third Samplebutton Right Side Second Line --- var samplebuttonAssetR7 = LK.getAsset('samplebutton', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(samplebuttonAssetR7); samplebuttonAssetR7.x = sampletableAsset.x + sampletableAsset.width / 2 - samplebuttonAssetR7.width / 2 - 350 + 4; samplebuttonAssetR7.y = sampletableAsset.y - samplebuttonAssetR7.height / 2 - 250; // Add functionality to seventh right side samplebutton samplebuttonAssetR7.down = function (x, y, obj) { // Play sample3 sound with different effect LK.getSound('sample3').play(); // Visual feedback - pulsing tint animation tween(samplebuttonAssetR7, { tint: 0xffff00, scaleX: 0.8, scaleY: 0.8 }, { duration: 120, onFinish: function onFinish() { tween(samplebuttonAssetR7, { tint: 0xffffff, scaleX: 1, scaleY: 1 }, { duration: 120 }); } }); // Flash effect with yellow color LK.effects.flashObject(samplebuttonAssetR7, 0xffff00, 300); score += 75; combo += 1; }; // --- Fourth Samplebutton Right Side Second Line --- var samplebuttonAssetR8 = LK.getAsset('samplebutton', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(samplebuttonAssetR8); samplebuttonAssetR8.x = sampletableAsset.x + sampletableAsset.width / 2 - samplebuttonAssetR8.width / 2 - 500 + 4; samplebuttonAssetR8.y = sampletableAsset.y - samplebuttonAssetR8.height / 2 - 250; // Add functionality to eighth right side samplebutton samplebuttonAssetR8.down = function (x, y, obj) { // Play sample4 sound with different effect LK.getSound('sample4').play(); // Visual feedback - alpha fade tween(samplebuttonAssetR8, { alpha: 0.5 }, { duration: 300, onFinish: function onFinish() { tween(samplebuttonAssetR8, { alpha: 1.0 }, { duration: 100 }); } }); // Flash effect with orange color LK.effects.flashObject(samplebuttonAssetR8, 0xff8000, 300); score += 75; combo += 1; }; // --- Digital Clock (center of map) --- var digitalClockTxt = new Text2('', { size: 30, fill: "#fff" }); digitalClockTxt.anchor.set(0.5, 0.5); digitalClockTxt.x = 2048 / 2; digitalClockTxt.y = 2732 / 2 - 500; game.addChild(digitalClockTxt); // Helper to format time as HH:MM:SS function formatTime(date) { var h = date.getHours(); var m = date.getMinutes(); var s = date.getSeconds(); function pad(n) { return n < 10 ? '0' + n : n; } return pad(h) + ':' + pad(m) + ':' + pad(s); } // --- 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; // Check first samplebutton var sb1 = samplebuttonAsset.toLocal(game.toGlobal({ x: x, y: y })); if (Math.pow(sb1.x - samplebuttonAsset.width / 2, 2) + Math.pow(sb1.y - samplebuttonAsset.height / 2, 2) < 75 * 75) return samplebuttonAsset; // Check second samplebutton var sb2 = samplebuttonAsset2.toLocal(game.toGlobal({ x: x, y: y })); if (Math.pow(sb2.x - samplebuttonAsset2.width / 2, 2) + Math.pow(sb2.y - samplebuttonAsset2.height / 2, 2) < 75 * 75) return samplebuttonAsset2; // Check third samplebutton var sb3 = samplebuttonAsset3.toLocal(game.toGlobal({ x: x, y: y })); if (Math.pow(sb3.x - samplebuttonAsset3.width / 2, 2) + Math.pow(sb3.y - samplebuttonAsset3.height / 2, 2) < 75 * 75) return samplebuttonAsset3; // Check fourth samplebutton var sb4 = samplebuttonAsset4.toLocal(game.toGlobal({ x: x, y: y })); if (Math.pow(sb4.x - samplebuttonAsset4.width / 2, 2) + Math.pow(sb4.y - samplebuttonAsset4.height / 2, 2) < 75 * 75) return samplebuttonAsset4; // Check second line sample buttons // Check fifth samplebutton (second line, first button) var sb5 = samplebuttonAsset5.toLocal(game.toGlobal({ x: x, y: y })); if (Math.pow(sb5.x - samplebuttonAsset5.width / 2, 2) + Math.pow(sb5.y - samplebuttonAsset5.height / 2, 2) < 75 * 75) return samplebuttonAsset5; // Check sixth samplebutton (second line, second button) var sb6 = samplebuttonAsset6.toLocal(game.toGlobal({ x: x, y: y })); if (Math.pow(sb6.x - samplebuttonAsset6.width / 2, 2) + Math.pow(sb6.y - samplebuttonAsset6.height / 2, 2) < 75 * 75) return samplebuttonAsset6; // Check seventh samplebutton (second line, third button) var sb7 = samplebuttonAsset7.toLocal(game.toGlobal({ x: x, y: y })); if (Math.pow(sb7.x - samplebuttonAsset7.width / 2, 2) + Math.pow(sb7.y - samplebuttonAsset7.height / 2, 2) < 75 * 75) return samplebuttonAsset7; // Check eighth samplebutton (second line, fourth button) var sb8 = samplebuttonAsset8.toLocal(game.toGlobal({ x: x, y: y })); if (Math.pow(sb8.x - samplebuttonAsset8.width / 2, 2) + Math.pow(sb8.y - samplebuttonAsset8.height / 2, 2) < 75 * 75) return samplebuttonAsset8; // Check right side sample buttons // Check first right side samplebutton (first line) var sbR1 = samplebuttonAssetR1.toLocal(game.toGlobal({ x: x, y: y })); if (Math.pow(sbR1.x - samplebuttonAssetR1.width / 2, 2) + Math.pow(sbR1.y - samplebuttonAssetR1.height / 2, 2) < 75 * 75) return samplebuttonAssetR1; // Check second right side samplebutton (first line) var sbR2 = samplebuttonAssetR2.toLocal(game.toGlobal({ x: x, y: y })); if (Math.pow(sbR2.x - samplebuttonAssetR2.width / 2, 2) + Math.pow(sbR2.y - samplebuttonAssetR2.height / 2, 2) < 75 * 75) return samplebuttonAssetR2; // Check third right side samplebutton (first line) var sbR3 = samplebuttonAssetR3.toLocal(game.toGlobal({ x: x, y: y })); if (Math.pow(sbR3.x - samplebuttonAssetR3.width / 2, 2) + Math.pow(sbR3.y - samplebuttonAssetR3.height / 2, 2) < 75 * 75) return samplebuttonAssetR3; // Check fourth right side samplebutton (first line) var sbR4 = samplebuttonAssetR4.toLocal(game.toGlobal({ x: x, y: y })); if (Math.pow(sbR4.x - samplebuttonAssetR4.width / 2, 2) + Math.pow(sbR4.y - samplebuttonAssetR4.height / 2, 2) < 75 * 75) return samplebuttonAssetR4; // Check fifth right side samplebutton (second line) var sbR5 = samplebuttonAssetR5.toLocal(game.toGlobal({ x: x, y: y })); if (Math.pow(sbR5.x - samplebuttonAssetR5.width / 2, 2) + Math.pow(sbR5.y - samplebuttonAssetR5.height / 2, 2) < 75 * 75) return samplebuttonAssetR5; // Check sixth right side samplebutton (second line) var sbR6 = samplebuttonAssetR6.toLocal(game.toGlobal({ x: x, y: y })); if (Math.pow(sbR6.x - samplebuttonAssetR6.width / 2, 2) + Math.pow(sbR6.y - samplebuttonAssetR6.height / 2, 2) < 75 * 75) return samplebuttonAssetR6; // Check seventh right side samplebutton (second line) var sbR7 = samplebuttonAssetR7.toLocal(game.toGlobal({ x: x, y: y })); if (Math.pow(sbR7.x - samplebuttonAssetR7.width / 2, 2) + Math.pow(sbR7.y - samplebuttonAssetR7.height / 2, 2) < 75 * 75) return samplebuttonAssetR7; // Check eighth right side samplebutton (second line) var sbR8 = samplebuttonAssetR8.toLocal(game.toGlobal({ x: x, y: y })); if (Math.pow(sbR8.x - samplebuttonAssetR8.width / 2, 2) + Math.pow(sbR8.y - samplebuttonAssetR8.height / 2, 2) < 75 * 75) return samplebuttonAssetR8; 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 confetti effect animation confettiEffect.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 (half size base) var size = 60 + 20 * flash; // Prevent reflectors from covering the discoball // Compute distance from reflector to discoball center var dx = reflectors[i].x - discoball.x; var dy = reflectors[i].y - discoball.y; var dist = Math.sqrt(dx * dx + dy * dy); // Discoball's visible radius (scaled) var discoballRadius = 150 * discoball.scaleX; // matches Discoball class // If reflector would overlap discoball, shrink it so it cannot cover if (dist < discoballRadius + size / 2) { // Max allowed size so edge of reflector does not enter discoball var maxSize = Math.max(0, 2 * (dist - discoballRadius)); if (size > maxSize) size = maxSize; if (size < 0) size = 0; } reflectors[i].width = size; reflectors[i].height = size; } } // Update equalizer animation equalizer.update(); // Update laser show animation laserShow.update(); // Update fireworks effect animation fireworksEffect.update(); // Update Ferris wheel animation if (typeof ferrisWheel !== 'undefined' && ferrisWheel.update) { // Defensive check ferrisWheel.update(); } // Update smoke diffuser animation // --- Synchronize all smoke diffusers so they emit smoke puffs at the same time --- if (typeof smokeDiffusers !== 'undefined' && smokeDiffusers.length > 0) { // Use the first smoke diffuser as the "master" for timing var now = Date.now(); // All diffusers share the same "now" and will create puffs in sync for (var i = 0; i < smokeDiffusers.length; i++) { var sd = smokeDiffusers[i]; // Patch: override the update method to use the same "now" for all if (sd && typeof sd.update === 'function') { // Save original Date.now var origDateNow = Date.now; Date.now = function () { return now; }; sd.update(); Date.now = origDateNow; } } } // Update flamethrower animation if (typeof flamethrower !== 'undefined' && flamethrower.update) { flamethrower.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(); } // --- Update Digital Clock --- if (typeof digitalClockTxt !== 'undefined') { var now = new Date(); digitalClockTxt.setText(formatTime(now)); } };
===================================================================
--- original.js
+++ change.js
@@ -1313,10 +1313,10 @@
/****
* Game Code
****/
-// Default height, class will use actual radius
// --- Reflectors (behind discoball) ---
+// Default height, class will use actual radius
var reflectors = [];
var numReflectors = 7;
var reflectorSpacing = 2048 / (numReflectors + 1);
var reflectorY = 80; // Top, but below menu area
@@ -1745,16 +1745,18 @@
// Add functionality to sixth samplebutton
samplebuttonAsset6.down = function (x, y, obj) {
// Play sample2 sound with different effect
LK.getSound('sample2').play();
- // Visual feedback - bounce animation
+ // Visual feedback - scale animation
tween(samplebuttonAsset6, {
- y: samplebuttonAsset6.y - 30
+ scaleX: 1.2,
+ scaleY: 1.2
}, {
duration: 150,
onFinish: function onFinish() {
tween(samplebuttonAsset6, {
- y: sampletableAsset.y - samplebuttonAsset6.height / 2 - 250
+ scaleX: 1,
+ scaleY: 1
}, {
duration: 150
});
}
@@ -2021,16 +2023,18 @@
// Add functionality to sixth right side samplebutton
samplebuttonAssetR6.down = function (x, y, obj) {
// Play sample2 sound with different effect
LK.getSound('sample2').play();
- // Visual feedback - bounce animation
+ // Visual feedback - scale animation
tween(samplebuttonAssetR6, {
- y: samplebuttonAssetR6.y - 30
+ scaleX: 1.2,
+ scaleY: 1.2
}, {
duration: 150,
onFinish: function onFinish() {
tween(samplebuttonAssetR6, {
- y: sampletableAsset.y - samplebuttonAssetR6.height / 2 - 250
+ scaleX: 1,
+ scaleY: 1
}, {
duration: 150
});
}
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