Code edit (6 edits merged)
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make trunk touch the head
Code edit (3 edits merged)
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update the scales to make athelete thiner
Code edit (7 edits merged)
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var handsAndLegsReached = Math.abs(self.rightHand.x - self.targetPosture.rightHand.x) < 1 && Math.abs(self.rightHand.y - self.targetPosture.rightHand.y) < 1 && Math.abs(self.leftHand.x - self.targetPosture.leftHand.x) < 1 && Math.abs(self.leftHand.y - self.targetPosture.leftHand.y) < 1 && Math.abs(self.rightLeg.x - self.targetPosture.rightLeg.x) < 1 && Math.abs(self.rightLeg.y - self.targetPosture.rightLeg.y) < 1 && Math.abs(self.leftLeg.x - self.targetPosture.leftLeg.x) < 1 && Math.abs(self.leftLeg.y - self.targetPosture.leftLeg.y) < 1 && Math.abs(self.head.x - self.targetPosture.head.x) < 1 && Math.abs(self.head.y - self.targetPosture.head.y) < 1 && Math.abs(self.eyes.x - self.targetPosture.eyes.x) < 1 && Math.abs(self.eyes.y - self.targetPosture.eyes.y) < 1 && Math.abs(self.rightFoot.x - self.targetPosture.rightFoot.x) < 1 && Math.abs(self.rightFoot.y - self.targetPosture.rightFoot.y) < 1 && Math.abs(self.leftFoot.x - self.targetPosture.leftFoot.x) < 1 && Math.abs(self.leftFoot.y - self.targetPosture.leftFoot.y) < 1;' Line Number: 113
Code edit (1 edits merged)
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AthleSticks
===================================================================
--- original.js
+++ change.js
@@ -1,105 +1,171 @@
-/****
+/****
* Classes
-****/
-// Assets will be automatically generated based on usage in the code.
-// Athlete class
+****/
+/****************************************************************************************** */
+/**************************************** CLASSES ***************************************** */
+/****************************************************************************************** */
+/****************************************************************************************** */
+/************************************* ATHLETE CLASS ************************************** */
+/****************************************************************************************** */
var Athlete = Container.expand(function () {
- var self = Container.call(this);
- var athleteGraphics = self.attachAsset('athlete', {
- anchorX: 0.5,
- anchorY: 1.0 // Anchor at the bottom center for realistic jumping
- });
- self.speedX = 5;
- self.jumpSpeed = -15;
- self.gravity = 0.5;
- self.isOnGround = true;
- self.moveRight = function () {
- self.x += self.speedX;
- };
- self.jump = function () {
- if (self.isOnGround) {
- self.isOnGround = false;
- self.speedY = self.jumpSpeed;
- }
- };
- self.update = function () {
- if (!self.isOnGround) {
- self.y += self.speedY;
- self.speedY += self.gravity;
- if (self.y >= game.groundLevel) {
- self.y = game.groundLevel;
- self.isOnGround = true;
- }
- }
- };
+ var self = Container.call(this);
+ var athleteGraphics = self.attachAsset('athlete', {
+ anchorX: 0.5,
+ anchorY: 1.0 // Anchor at the bottom center for realistic jumping
+ });
+ self.speedX = 5;
+ self.jumpSpeed = -15;
+ self.gravity = 0.5;
+ self.isOnGround = true;
+ self.moveRight = function () {
+ self.x += self.speedX;
+ };
+ self.jump = function () {
+ if (self.isOnGround) {
+ self.isOnGround = false;
+ self.speedY = self.jumpSpeed;
+ }
+ };
+ self.update = function () {
+ if (!self.isOnGround) {
+ self.y += self.speedY;
+ self.speedY += self.gravity;
+ if (self.y >= game.groundLevel) {
+ self.y = game.groundLevel;
+ self.isOnGround = true;
+ }
+ }
+ };
});
+/****************************************************************************************** */
+/************************************** OBSTACLE CLASS ************************************ */
+/****************************************************************************************** */
// Obstacle class
var Obstacle = Container.expand(function () {
- var self = Container.call(this);
- var obstacleGraphics = self.attachAsset('obstacle', {
- anchorX: 0.5,
- anchorY: 1.0 // Anchor at the bottom for collision detection
- });
- self.speedX = -5;
- self.move = function () {
- self.x += self.speedX;
- };
+ var self = Container.call(this);
+ var obstacleGraphics = self.attachAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 1.0 // Anchor at the bottom for collision detection
+ });
+ self.speedX = -5;
+ self.move = function () {
+ self.x += self.speedX;
+ };
});
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x87CEEB // Light blue background to represent the sky
+ backgroundColor: 0x87CEEB // Light blue background to represent the sky
});
-/****
+/****
* Game Code
-****/
-// Global variables
+****/
+/****************************************************************************************** */
+/************************************** GLOBAL VARIABLES ********************************** */
+/****************************************************************************************** */
+// Enumeration for game states
+var GAME_STATE = {
+ INIT: 'INIT',
+ MENU: 'MENU',
+ HELP: 'HELP',
+ STARTING: 'STARTING',
+ NEW_ROUND: 'NEW_ROUND',
+ PLAYING: 'PLAYING',
+ SCORE: 'SCORE'
+};
+var gameState = GAME_STATE.INIT;
var athlete;
var obstacles = [];
var groundLevel = 2732 - 200; // Ground level set 200px from the bottom
var obstacleSpawnTicker = 0;
var obstacleSpawnRate = 120; // Spawn an obstacle every 2 seconds
-// Initialize athlete
-athlete = game.addChild(new Athlete());
-athlete.x = 400;
-athlete.y = groundLevel;
-// Set the ground level globally accessible within the game instance
-game.groundLevel = groundLevel;
+var isDebug = true;
+/****************************************************************************************** */
+/************************************** POSTURES ****************************************** */
+/****************************************************************************************** */
+/****************************************************************************************** */
+/*********************************** UTILITY FUNCTIONS ************************************ */
+/****************************************************************************************** */
+function log() {
+ if (isDebug) {
+ var _console;
+ (_console = console).log.apply(_console, arguments);
+ }
+}
+/****************************************************************************************** */
+/************************************** INPUT HANDLERS ************************************ */
+/****************************************************************************************** */
// Touch event to make the athlete jump
game.on('down', function () {
- athlete.jump();
+ athlete.jump();
});
-// Game tick event
+/****************************************************************************************** */
+/************************************* AI FUNCTIONS *************************************** */
+/****************************************************************************************** */
+/****************************************************************************************** */
+/************************************* GAME STATES **************************************** */
+/****************************************************************************************** */
+function gameInitialize() {
+ log("Game initialize...");
+ // Initialize athlete
+ athlete = game.addChild(new Athlete());
+ athlete.x = 400;
+ athlete.y = groundLevel;
+ // Set the ground level globally accessible within the game instance
+ game.groundLevel = groundLevel;
+}
+function gamePlaying() {
+ log("Game playing...");
+ athlete.update();
+ // Move obstacles and check for off-screen
+ for (var i = obstacles.length - 1; i >= 0; i--) {
+ obstacles[i].move();
+ // Remove obstacle if it moves off-screen
+ if (obstacles[i].x < -100) {
+ // Assuming obstacle width is less than 100px
+ obstacles[i].destroy();
+ obstacles.splice(i, 1);
+ }
+ }
+ // Spawn obstacles
+ obstacleSpawnTicker++;
+ if (obstacleSpawnTicker >= obstacleSpawnRate) {
+ obstacleSpawnTicker = 0;
+ var newObstacle = new Obstacle();
+ newObstacle.x = 2048; // Start from the right edge
+ newObstacle.y = groundLevel;
+ obstacles.push(newObstacle);
+ game.addChild(newObstacle);
+ }
+ // Check for collisions
+ obstacles.forEach(function (obstacle) {
+ if (athlete.intersects(obstacle)) {
+ LK.effects.flashScreen(0xff0000, 500); // Flash screen red for half a second
+ LK.showGameOver(); // Show game over screen
+ }
+ });
+ gameState = GAME_STATE.PLAYING;
+}
+/****************************************************************************************** */
+/************************************** MAIN GAME LOOP ************************************ */
+/****************************************************************************************** */
LK.on('tick', function () {
- athlete.update();
- // Move obstacles and check for off-screen
- for (var i = obstacles.length - 1; i >= 0; i--) {
- obstacles[i].move();
- // Remove obstacle if it moves off-screen
- if (obstacles[i].x < -100) {
- // Assuming obstacle width is less than 100px
- obstacles[i].destroy();
- obstacles.splice(i, 1);
- }
- }
- // Spawn obstacles
- obstacleSpawnTicker++;
- if (obstacleSpawnTicker >= obstacleSpawnRate) {
- obstacleSpawnTicker = 0;
- var newObstacle = new Obstacle();
- newObstacle.x = 2048; // Start from the right edge
- newObstacle.y = groundLevel;
- obstacles.push(newObstacle);
- game.addChild(newObstacle);
- }
- // Check for collisions
- obstacles.forEach(function (obstacle) {
- if (athlete.intersects(obstacle)) {
- LK.effects.flashScreen(0xff0000, 500); // Flash screen red for half a second
- LK.showGameOver(); // Show game over screen
- }
- });
-});
\ No newline at end of file
+ switch (gameState) {
+ case GAME_STATE.MENU:
+ // Handle menu logic here
+ break;
+ case GAME_STATE.STARTING:
+ // Handle game starting logic here
+ break;
+ case GAME_STATE.PLAYING:
+ gamePlaying();
+ break;
+ case GAME_STATE.SCORE:
+ // Handle score display logic here
+ break;
+ }
+});
+gameInitialize();
\ No newline at end of file
Elongated elipse with black top half and white bottom half.
full close and front view of empty stands. retro gaming style
delete
delete
Basquettes à ressort futuriste. vue de profile. Retro gaming style
a blue iron man style armor flying. Retro gaming style
a blue iron man style armor flying horizontally. Retro gaming style
round button with a big "up" arrow icon and a small line under it. UI
A big black horizontal arrow pointing left with centred text 'YOU' in capital letters, painted on an orange floor.. horizontal and pointing left
remove
gold athletics medal with ribbon. retro gaming style
a black oval with a crying smiley face.