\n","generatedCode":"
===================================================================\n--- original.js\n+++ change.js\n@@ -644,112 +644,62 @@\n \t\t}\n \t};\n \treturn self;\n });\n-// EqualizerBars: Animated frequency visualization bars or timeline visualization\n-var EqualizerBars = Container.expand(function (config) {\n+// EqualizerBars: Animated frequency visualization bars for screens\n+var EqualizerBars = Container.expand(function () {\n \tvar self = Container.call(this);\n \t// Config\n-\tvar numBars = config.numBars || 12;\n-\tvar barWidth = config.barWidth || 25 * 1.2;\n-\tvar barSpacing = config.barSpacing || 8;\n-\tvar maxBarHeight = config.maxBarHeight || 100;\n-\tvar minBarHeight = config.minBarHeight || 10;\n-\tvar displayMode = config.displayMode || 'bars'; // 'bars' or 'timeline'\n-\tvar timelineThickness = config.timelineThickness || 5;\n-\tvar timelineColor = config.timelineColor || 0xFFFFFF;\n+\tvar numBars = 12;\n+\tvar barWidth = 25 * 1.2;\n+\tvar barSpacing = 8;\n+\tvar maxBarHeight = 100;\n+\tvar minBarHeight = 10;\n \tvar bars = [];\n-\tvar timelineSegments = [];\n-\t// Create visuals based on display mode\n-\tif (displayMode === 'bars') {\n-\t\t// Create equalizer bars\n-\t\tfor (var i = 0; i < numBars; i++) {\n-\t\t\tvar bar = LK.getAsset('crossfaderTrack', {\n-\t\t\t\tanchorX: 0.5,\n-\t\t\t\tanchorY: 1.0,\n-\t\t\t\twidth: barWidth,\n-\t\t\t\theight: minBarHeight\n-\t\t\t});\n-\t\t\t// Color based on frequency range (bass=red, mid=yellow, treble=cyan)\n-\t\t\tif (i < numBars / 3) {\n-\t\t\t\tbar.tint = 0xff0000; // Bass - red\n-\t\t\t} else if (i < numBars * 2 / 3) {\n-\t\t\t\tbar.tint = 0xffff00; // Mid - yellow\n-\t\t\t} else {\n-\t\t\t\tbar.tint = 0x00ffff; // Treble - cyan\n-\t\t\t}\n-\t\t\tbar.x = (i - (numBars - 1) / 2) * (barWidth + barSpacing);\n-\t\t\tbar.y = 0;\n-\t\t\tself.addChild(bar);\n-\t\t\tbars.push({\n-\t\t\t\tobj: bar,\n-\t\t\t\tphase: Math.random() * Math.PI * 2,\n-\t\t\t\tbaseHeight: minBarHeight\n-\t\t\t});\n+\t// Create equalizer bars\n+\tfor (var i = 0; i < numBars; i++) {\n+\t\tvar bar = LK.getAsset('crossfaderTrack', {\n+\t\t\tanchorX: 0.5,\n+\t\t\tanchorY: 1.0,\n+\t\t\twidth: barWidth,\n+\t\t\theight: minBarHeight\n+\t\t});\n+\t\t// Color based on frequency range (bass=red, mid=yellow, treble=cyan)\n+\t\tif (i < 4) {\n+\t\t\tbar.tint = 0xff0000; // Bass - red\n+\t\t} else if (i < 8) {\n+\t\t\tbar.tint = 0xffff00; // Mid - yellow\n+\t\t} else {\n+\t\t\tbar.tint = 0x00ffff; // Treble - cyan\n \t\t}\n-\t} else if (displayMode === 'timeline') {\n-\t\t// Create timeline segments\n-\t\tvar totalSegments = Math.ceil(config.width / (barWidth + barSpacing)); // Number of segments to fill the width\n-\t\tfor (var i = 0; i < totalSegments; i++) {\n-\t\t\tvar segment = LK.getAsset('crossfaderTrack', {\n-\t\t\t\tanchorX: 0,\n-\t\t\t\tanchorY: 0.5,\n-\t\t\t\twidth: barWidth,\n-\t\t\t\theight: timelineThickness\n-\t\t\t});\n-\t\t\tsegment.tint = timelineColor;\n-\t\t\tsegment.x = i * (barWidth + barSpacing);\n-\t\t\tsegment.y = 0; // Centered vertically within the container\n-\t\t\tself.addChild(segment);\n-\t\t\ttimelineSegments.push({\n-\t\t\t\tobj: segment,\n-\t\t\t\tphase: Math.random() * Math.PI * 2,\n-\t\t\t\toriginalX: segment.x // Store original x for looping\n-\t\t\t});\n-\t\t}\n+\t\tbar.x = (i - (numBars - 1) / 2) * (barWidth + barSpacing);\n+\t\tbar.y = 0;\n+\t\tself.addChild(bar);\n+\t\tbars.push({\n+\t\t\tobj: bar,\n+\t\t\tphase: Math.random() * Math.PI * 2,\n+\t\t\tbaseHeight: minBarHeight\n+\t\t});\n \t}\n \t// Animation\n \tself.update = function () {\n \t\tvar t = Date.now() * 0.001;\n-\t\tif (displayMode === 'bars') {\n-\t\t\tfor (var i = 0; i < bars.length; i++) {\n-\t\t\t\tvar b = bars[i];\n-\t\t\t\t// Simulate frequency response with different speeds for different frequency ranges\n-\t\t\t\tvar speed = 1.0;\n-\t\t\t\tif (i < numBars / 3) speed = 0.8; // Bass moves slower\n-\t\t\t\telse if (i < numBars * 2 / 3) speed = 1.2; // Mid moves medium\n-\t\t\t\telse speed = 1.8; // Treble moves faster\n-\t\t\t\t// Create realistic frequency bar movement\n-\t\t\t\tvar height = minBarHeight + (maxBarHeight - minBarHeight) * (0.3 + 0.7 * Math.abs(Math.sin(t * speed * 2 + b.phase + i * 0.3)));\n-\t\t\t\tb.obj.height = height;\n-\t\t\t\t// Add beat sync flash effect\n-\t\t\t\tif (typeof beatTimer !== 'undefined' && beatTimer < 100) {\n-\t\t\t\t\tb.obj.alpha = 0.7 + 0.3 * Math.sin(t * 10 + i);\n-\t\t\t\t} else {\n-\t\t\t\t\tb.obj.alpha = 0.9;\n-\t\t\t\t}\n+\t\tfor (var i = 0; i < bars.length; i++) {\n+\t\t\tvar b = bars[i];\n+\t\t\t// Simulate frequency response with different speeds for different frequency ranges\n+\t\t\tvar speed = 1.0;\n+\t\t\tif (i < 4) speed = 0.8; // Bass moves slower\n+\t\t\telse if (i < 8) speed = 1.2; // Mid moves medium\n+\t\t\telse speed = 1.8; // Treble moves faster\n+\t\t\t// Create realistic frequency bar movement\n+\t\t\tvar height = minBarHeight + (maxBarHeight - minBarHeight) * (0.3 + 0.7 * Math.abs(Math.sin(t * speed * 2 + b.phase + i * 0.3)));\n+\t\t\tb.obj.height = height;\n+\t\t\t// Add beat sync flash effect\n+\t\t\tif (beatTimer && beatTimer < 100) {\n+\t\t\t\tb.obj.alpha = 0.7 + 0.3 * Math.sin(t * 10 + i);\n+\t\t\t} else {\n+\t\t\t\tb.obj.alpha = 0.9;\n \t\t\t}\n-\t\t} else if (displayMode === 'timeline') {\n-\t\t\t// Animate timeline segments scrolling horizontally\n-\t\t\tvar scrollSpeed = config.scrollSpeed || 100; // Pixels per second\n-\t\t\tvar scrollAmount = Date.now() * scrollSpeed / 1000 % (barWidth + barSpacing);\n-\t\t\tfor (var i = 0; i < timelineSegments.length; i++) {\n-\t\t\t\tvar segment = timelineSegments[i];\n-\t\t\t\t// Scroll the segment\n-\t\t\t\tsegment.obj.x = segment.originalX - scrollAmount;\n-\t\t\t\t// Wrap around when off screen\n-\t\t\t\tif (segment.obj.x + barWidth < 0) {\n-\t\t\t\t\t// Find the rightmost segment\n-\t\t\t\t\tvar rightmostX = 0;\n-\t\t\t\t\tfor (var j = 0; j < timelineSegments.length; j++) {\n-\t\t\t\t\t\tif (timelineSegments[j].obj.x > rightmostX) {\n-\t\t\t\t\t\t\trightmostX = timelineSegments[j].obj.x;\n-\t\t\t\t\t\t}\n-\t\t\t\t\t}\n-\t\t\t\t\tsegment.obj.x = rightmostX + barWidth + barSpacing;\n-\t\t\t\t\tsegment.originalX = segment.obj.x; // Update originalX for consistent scrolling\n-\t\t\t\t}\n-\t\t\t}\n \t\t}\n \t};\n \treturn self;\n });\n@@ -3288,10 +3238,10 @@\n \n /**** \n * Game Code\n ****/ \n-// Add a vertical crossfader track\n // --- Reflectors (behind discoball) ---\n+// Add a vertical crossfader track\n var reflectors = [];\n var numReflectors = 7;\n var reflectorSpacing = 2048 / (numReflectors + 1);\n var reflectorY = 80; // Top, but below menu area\n@@ -6249,47 +6199,17 @@\n \t\t// Update knob position smoothly\n \t\tverticalCrossfaderKnob2.y = verticalCrossfaderTrack2.y - verticalCrossfaderTrack2.height / 2 + verticalCrossfaderValue2 * verticalCrossfaderTrack2.height;\n \t}\n };\n-var leftEqualizer = new EqualizerBars({\n-\tdisplayMode: 'timeline',\n-\twidth: leftDeckScreen.width - 40,\n-\t// Adjust width to fit within screen\n-\theight: 60,\n-\t// Height of the timeline area\n-\tbarWidth: 10,\n-\t// Width of each segment\n-\tbarSpacing: 4,\n-\t// Spacing between segments\n-\ttimelineThickness: 8,\n-\t// Thickness of the timeline segments\n-\ttimelineColor: 0xFFFFFF,\n-\t// White timeline\n-\tscrollSpeed: 150 // Faster scrolling speed\n-});\n+var leftEqualizer = new EqualizerBars();\n game.addChild(leftEqualizer);\n-leftEqualizer.x = leftDeckScreen.x - leftDeckScreen.width / 2 + 20; // Position centered within screen, with padding\n-leftEqualizer.y = leftDeckScreen.y + 50; // Position below the screen\n+leftEqualizer.x = leftDeckScreen.x;\n+leftEqualizer.y = leftDeckScreen.y + 50;\n // Add equalizer to right deck screen\n-var rightEqualizer = new EqualizerBars({\n-\tdisplayMode: 'timeline',\n-\twidth: rightDeckScreen.width - 40,\n-\t// Adjust width to fit within screen\n-\theight: 60,\n-\t// Height of the timeline area\n-\tbarWidth: 10,\n-\t// Width of each segment\n-\tbarSpacing: 4,\n-\t// Spacing between segments\n-\ttimelineThickness: 8,\n-\t// Thickness of the timeline segments\n-\ttimelineColor: 0xFFFFFF,\n-\t// White timeline\n-\tscrollSpeed: 150 // Faster scrolling speed\n-});\n+var rightEqualizer = new EqualizerBars();\n game.addChild(rightEqualizer);\n-rightEqualizer.x = rightDeckScreen.x - rightDeckScreen.width / 2 + 20; // Position centered within screen, with padding\n-rightEqualizer.y = rightDeckScreen.y + 50; // Position below the screen\n+rightEqualizer.x = rightDeckScreen.x;\n+rightEqualizer.y = rightDeckScreen.y + 50;\n // Ensure deck platters are always at the top of the display order\n if (game.children.indexOf(leftDeck) !== -1) {\n \tgame.setChildIndex(leftDeck, game.children.length - 1);\n }\n@@ -7435,5 +7355,5 @@\n masterButtonBText.x = masterAsset.x + 150;\n masterButtonBText.y = masterAsset.y + masterAsset.height / 2 + 20 + 100; // Position under the button, moved down by 100 units\n masterButtonBText.y = masterAsset.y + masterAsset.height / 2 + 20 + 100 + 10; // Position under the button, moved down by 100 units, moved down by 10 units;\n game.addChild(masterButtonBText);\n-fxButtonAText.y = fxButton.y + fxButton.height / 2 + 20 + 90 + 12 + 10; // Position under the button, moved down by 90 units, then down by 12 units, then down by 10 units\n\\ No newline at end of file\n+fxButtonAText.y = fxButton.y + fxButton.height / 2 + 20 + 90 + 12 + 10 + 10; // Position under the button, moved down by 90 units, then down by 12 units, then down by 10 units, then down by 10 units;\n\\ No newline at end of file\n
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