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play knight-run sound every 400ms while running
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add a background asset
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add threshold to avoid small atomical direction changes
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in Knight rename move to moveToDirection
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Please fix the bug: 'TypeError: knightGraphics is undefined' in or related to this line: 'knightGraphics.visible = true;' Line Number: 112
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Please fix the bug: 'TypeError: knightGraphics is undefined' in or related to this line: 'knightGraphics.visible = true;' Line Number: 111
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Please fix the bug: 'TypeError: knightGraphics is undefined' in or related to this line: 'knightGraphics.visible = true;' Line Number: 108
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Please fix the bug: 'TypeError: knightGraphics is undefined' in or related to this line: 'knightGraphics.visible = true;' Line Number: 105
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Please fix the bug: 'TypeError: knightGraphics is undefined' in or related to this line: 'knightGraphics.visible = true;' Line Number: 105
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Please fix the bug: 'TypeError: knightGraphics is undefined' in or related to this line: 'knightGraphics.visible = true;' Line Number: 107
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Please fix the bug: 'TypeError: knightGraphics is undefined' in or related to this line: 'knightGraphics.visible = true;' Line Number: 104
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Please fix the bug: 'TypeError: knightGraphics is undefined' in or related to this line: 'knightGraphics.visible = true;' Line Number: 105
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don't use removeChild/addChild in switchAsset, instead just change visibility
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store previous direction, and only switch if direction change
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Don't self.attachAsset inside move function that's bad for perf. instead 1) pre-create a list of assets for each direction 2) create a function to switch the asset 3) call that function in move depending on the move
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3. **Dynamic Asset Switching**: In the knight's movement function, dynamically switch the knight's graphical asset based on the current movement direction. This can be done by detaching the current asset and attaching the new one corresponding to the direction.
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Let's go step by step : in Knight 2. **Direction Mapping**: Create a mapping between movement directions and the corresponding asset identifiers. For example: - `'down-left'` maps to `dir1` - `'left'` maps to `dir2` - `'up-left'` maps to `dir3` - `'up'` maps to `dir4` - `'up-right'` maps to `dir5` - `'right'` maps to `dir6` - `'down-right'` maps to `dir7` - `'down'` maps to `dir8`
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/**** * Classes ****/ var Knight = Container.expand(function () { var self = Container.call(this); var directionMapping = { 'down-left': 'dir1', 'left': 'dir2', 'up-left': 'dir3', 'up': 'dir4', 'up-right': 'dir5', 'right': 'dir6', 'down-right': 'dir7', 'down': 'dir8' }; // Pre-create a list of assets for each direction var knightAssets = {}; var shadowAssets = {}; // Shadow assets for the knight var knightIdleAssets = {}; // Idle assets for the knight var shadowIdleAssets = {}; // Shadow idle assets for the knight var color = 0xFFFFFF; // Original blue / 0xff4d4d; // Red / 0x9aff9a; // Green // Initialize run animation assets for (var dir in directionMapping) { knightAssets[dir] = []; shadowAssets[dir] = []; // Initialize shadow assets array for each direction for (var i = 1; i <= 8; i++) { var frameNumber = i.toString().padStart(3, '0'); // Create knight sprite knightAssets[dir].push(LK.getAsset('knight-run-' + directionMapping[dir] + '-' + frameNumber, { anchorX: 0.5, anchorY: 0.5, tint: color })); // Create shadow sprite using the same assets but with modifications var shadowSprite = LK.getAsset('knight-run-' + directionMapping[dir] + '-' + frameNumber, { anchorX: 0.5, anchorY: 0.5 }); // Apply shadow properties shadowSprite.alpha = 0.5; shadowSprite.tint = 0x000000; shadowSprite.rotation = Math.PI / 12; // Rotate by 15 degrees (π/12 radians) shadowSprite.scale.y = 0.5; // Flatten the shadow vertically shadowAssets[dir].push(shadowSprite); } // Initialize idle animation assets (one frame per direction) knightIdleAssets[dir] = LK.getAsset('knight-idle-' + directionMapping[dir] + '-001', { anchorX: 0.5, anchorY: 0.5, tint: color }); // Create shadow for idle animation var shadowIdleSprite = LK.getAsset('knight-idle-' + directionMapping[dir] + '-001', { anchorX: 0.5, anchorY: 0.5 }); // Apply shadow properties shadowIdleSprite.alpha = 0.5; shadowIdleSprite.tint = 0x000000; shadowIdleSprite.rotation = Math.PI / 12; shadowIdleSprite.scale.y = 0.5; shadowIdleAssets[dir] = shadowIdleSprite; } var currentFrame = 0; var animationSpeed = 0.2; // Controls how fast the animation plays var frameCounter = 0; var knightGraphics = knightIdleAssets['down']; // Initialize with the 'down' direction idle asset var shadowGraphics = shadowIdleAssets['down']; // Initialize shadow with the 'down' direction idle asset // Add shadow first (so it appears behind the knight) self.addChild(shadowGraphics); // Then add the knight self.addChild(knightGraphics); knightGraphics.anchor.set(0.5, 0.5); knightGraphics.visible = true; shadowGraphics.visible = true; // Position the shadow slightly offset from the knight var shadowOffsetX = -5; var shadowOffsetY = 20; shadowGraphics.x = shadowOffsetX; shadowGraphics.y = shadowOffsetY; self.lastDirection = 'down'; // Initialize lastDirection to track previous direction self.isMoving = false; // Track if the knight is currently moving self.speed = 9; self.switchAsset = function (direction) { if (!knightGraphics) { return; } // Detach current assets // Hide current assets knightGraphics.visible = false; shadowGraphics.visible = false; // Switch to new assets based on direction and movement state if (self.isMoving) { // Use running animation knightGraphics = knightAssets[direction][currentFrame]; shadowGraphics = shadowAssets[direction][currentFrame]; } else { // Use idle animation knightGraphics = knightIdleAssets[direction]; shadowGraphics = shadowIdleAssets[direction]; } self.addChild(shadowGraphics); self.addChild(knightGraphics); // Show new assets knightGraphics.visible = true; shadowGraphics.visible = true; // Position the shadow slightly offset from the knight shadowGraphics.x = shadowOffsetX; shadowGraphics.y = shadowOffsetY; // Update last direction self.lastDirection = direction; }; self.updateAnimation = function () { if (self.isMoving) { // Only update animation if moving frameCounter += animationSpeed; if (frameCounter >= 1) { frameCounter = 0; currentFrame = (currentFrame + 1) % 8; // Cycle through 8 frames if (self.lastDirection) { self.switchAsset(self.lastDirection); } } } else if (self.lastDirection) { // Make sure we're showing the idle animation when not moving self.switchAsset(self.lastDirection); } }; self.moveToDirection = function (direction) { if (self.lastDirection !== direction) { self.switchAsset(direction); self.lastDirection = direction; } switch (direction) { case 'up': self.y -= self.speed; break; case 'down': self.y += self.speed; break; case 'left': self.x -= self.speed; break; case 'right': self.x += self.speed; break; case 'up-left': self.x -= self.speed / Math.sqrt(2); self.y -= self.speed / Math.sqrt(2); break; case 'up-right': self.x += self.speed / Math.sqrt(2); self.y -= self.speed / Math.sqrt(2); break; case 'down-left': self.x -= self.speed / Math.sqrt(2); self.y += self.speed / Math.sqrt(2); break; case 'down-right': self.x += self.speed / Math.sqrt(2); self.y += self.speed / Math.sqrt(2); break; } }; }); var Target = Container.expand(function () { var self = Container.call(this); self.x = 0; self.y = 0; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ //<Write entity 'classes' with empty functions for important behavior here> //<Write imports for supported plugins here> //<Assets used in the game will automatically appear here> //<Write game logic code here, including initializing arrays and variables> var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2; game.addChild(background); var knight = game.addChild(new Knight()); var runSoundInterval = null; // Variable to store the interval ID function playRunSound() { if (knight.isMoving) { LK.getSound('knight-run').play(); } } runSoundInterval = LK.setInterval(playRunSound, 400); // Play sound every 400ms knight.x = 2048 / 2; knight.y = 2732 / 2; var target = game.addChild(new Target()); target.x = knight.x; target.y = knight.y; game.down = function (x, y, obj) { var game_position = game.toLocal(obj.global); target.x = game_position.x; target.y = game_position.y; }; game.update = function () { var dx = target.x - knight.x; var dy = target.y - knight.y; var distance = Math.sqrt(dx * dx + dy * dy); var distanceThreshold = 8; // Define a threshold to avoid small movements var directionThreshold = 5; // Define a threshold for direction changes to avoid shaking if (distance > distanceThreshold) { // Set knight to moving state if not already moving if (!knight.isMoving) { knight.isMoving = true; knight.switchAsset(knight.lastDirection || 'down'); // Update asset to running animation } // Determine the primary direction based on the larger component (dx or dy) if (Math.abs(dx) > Math.abs(dy) + directionThreshold) { // Horizontal movement dominates if (dx > 0) { if (dy > directionThreshold) { knight.moveToDirection('down-right'); } else if (dy < -directionThreshold) { knight.moveToDirection('up-right'); } else { knight.moveToDirection('right'); } } else { if (dy > directionThreshold) { knight.moveToDirection('down-left'); } else if (dy < -directionThreshold) { knight.moveToDirection('up-left'); } else { knight.moveToDirection('left'); } } } else if (Math.abs(dy) > Math.abs(dx) + directionThreshold) { // Vertical movement dominates if (dy > 0) { if (dx > directionThreshold) { knight.moveToDirection('down-right'); } else if (dx < -directionThreshold) { knight.moveToDirection('down-left'); } else { knight.moveToDirection('down'); } } else { if (dx > directionThreshold) { knight.moveToDirection('up-right'); } else if (dx < -directionThreshold) { knight.moveToDirection('up-left'); } else { knight.moveToDirection('up'); } } } else { // The difference between dx and dy is small, use diagonal movement if (dx > 0 && dy > 0) { knight.moveToDirection('down-right'); } else if (dx > 0 && dy < 0) { knight.moveToDirection('up-right'); } else if (dx < 0 && dy > 0) { knight.moveToDirection('down-left'); } else if (dx < 0 && dy < 0) { knight.moveToDirection('up-left'); } } } else { // Set knight to idle state if currently moving if (knight.isMoving) { knight.isMoving = false; knight.switchAsset(knight.lastDirection || 'down'); // Update asset to idle animation } } // Update knight animation knight.updateAnimation(); };
===================================================================
--- original.js
+++ change.js
@@ -17,8 +17,9 @@
var knightAssets = {};
var shadowAssets = {}; // Shadow assets for the knight
var knightIdleAssets = {}; // Idle assets for the knight
var shadowIdleAssets = {}; // Shadow idle assets for the knight
+ var color = 0xFFFFFF; // Original blue / 0xff4d4d; // Red / 0x9aff9a; // Green
// Initialize run animation assets
for (var dir in directionMapping) {
knightAssets[dir] = [];
shadowAssets[dir] = []; // Initialize shadow assets array for each direction
@@ -27,9 +28,9 @@
// Create knight sprite
knightAssets[dir].push(LK.getAsset('knight-run-' + directionMapping[dir] + '-' + frameNumber, {
anchorX: 0.5,
anchorY: 0.5,
- tint: 0xff4d4d
+ tint: color
}));
// Create shadow sprite using the same assets but with modifications
var shadowSprite = LK.getAsset('knight-run-' + directionMapping[dir] + '-' + frameNumber, {
anchorX: 0.5,
@@ -45,9 +46,9 @@
// Initialize idle animation assets (one frame per direction)
knightIdleAssets[dir] = LK.getAsset('knight-idle-' + directionMapping[dir] + '-001', {
anchorX: 0.5,
anchorY: 0.5,
- tint: 0xff4d4d
+ tint: color
});
// Create shadow for idle animation
var shadowIdleSprite = LK.getAsset('knight-idle-' + directionMapping[dir] + '-001', {
anchorX: 0.5,
@@ -78,9 +79,9 @@
shadowGraphics.x = shadowOffsetX;
shadowGraphics.y = shadowOffsetY;
self.lastDirection = 'down'; // Initialize lastDirection to track previous direction
self.isMoving = false; // Track if the knight is currently moving
- self.speed = 10;
+ self.speed = 9;
self.switchAsset = function (direction) {
if (!knightGraphics) {
return;
}
@@ -189,8 +190,15 @@
background.x = 2048 / 2;
background.y = 2732 / 2;
game.addChild(background);
var knight = game.addChild(new Knight());
+var runSoundInterval = null; // Variable to store the interval ID
+function playRunSound() {
+ if (knight.isMoving) {
+ LK.getSound('knight-run').play();
+ }
+}
+runSoundInterval = LK.setInterval(playRunSound, 400); // Play sound every 400ms
knight.x = 2048 / 2;
knight.y = 2732 / 2;
var target = game.addChild(new Target());
target.x = knight.x;