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links parts so that when rightArm moves, rightHand follow it
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no its in the middle now, fix
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no his head is under the trunk, fix
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skeleton head is in the middle of the trunk. fix that
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fix the skeleton and its animation
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animate the skelton
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add a new instance of skeleton in the game
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implement a skeleton using bodyparts like current athlete but with methods to control it
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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.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: 152
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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.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: 109
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Please fix the bug: 'Uncaught TypeError: self.attachAsset is not a function' in or related to this line: 'self.upperPart = self.attachAsset('bodyPart', {' Line Number: 189
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Please fix the bug: 'Uncaught TypeError: this.addChild is not a function' in or related to this line: 'self.upperPart = Container.prototype.attachAsset.call(self, 'bodyPart', {' Line Number: 189
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Please fix the bug: 'Uncaught TypeError: self.attachAsset is not a function' in or related to this line: 'self.upperPart = self.attachAsset('bodyPart', {' Line Number: 189
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Please fix the bug: 'Uncaught TypeError: this.addChild is not a function' in or related to this line: 'self.upperPart = Container.prototype.attachAsset.call(self, 'bodyPart', {' Line Number: 189
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Please fix the bug: 'Uncaught TypeError: self.attachAsset is not a function' in or related to this line: 'self.upperPart = self.attachAsset('bodyPart', {});' Line Number: 219
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Please fix the bug: 'Uncaught TypeError: this.attachAsset is not a function' in or related to this line: 'self.upperPart = this.attachAsset('bodyPart', config.upperPart);' Line Number: 219
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Please fix the bug: 'Uncaught TypeError: Container.call(...).attachAsset is not a function' in or related to this line: 'self.upperPart = Container.call(this).attachAsset('bodyPart', config.upperPart);' Line Number: 219
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create an Arm class with upper and lower parts then use them instead of leftArm+leftHand and rightArm+rightHand
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/****
* Classes
****/
/****************************************************************************************** */
/**************************************** CLASSES ***************************************** */
/****************************************************************************************** */
/****************************************************************************************** */
/************************************* ATHLETE CLASS ************************************** */
/****************************************************************************************** */
var Athlete = Container.expand(function () {
var self = Container.call(this);
self.speedX = 5;
self.jumpSpeed = -15;
self.gravity = 0.5;
self.isOnGround = true;
self.currentPosture = ""; // Store the name of the current posture
self.isChangingPosture = false; // 0 when idle or moving down, 1 when moving up
self.nextPosture = null;
// BODY PARTS
self.head = self.attachAsset('head', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 1,
tint: self.tint
});
self.rightArm = self.attachAsset('bodyPart', {
anchorX: 0.5,
anchorY: 1,
scaleX: 0.3,
scaleY: 1,
tint: self.tint
});
self.rightHand = self.attachAsset('bodyPart', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 1,
tint: self.tint
});
self.leftArm = self.attachAsset('bodyPart', {
anchorX: 0.5,
anchorY: 1,
scaleX: 0.3,
scaleY: 1,
tint: self.tint
});
self.leftHand = self.attachAsset('bodyPart', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 1,
tint: self.tint
});
self.trunk = self.attachAsset('bodyPart', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 2.0,
// Increased scale to make trunk longer
tint: self.tint
});
self.rightLeg = self.attachAsset('bodyPart', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 1,
tint: self.tint
});
self.rightFoot = self.attachAsset('bodyPart', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 1,
tint: self.tint
});
self.leftLeg = self.attachAsset('bodyPart', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 1,
tint: self.tint
});
self.leftFoot = self.attachAsset('bodyPart', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 1,
tint: self.tint
});
// FUNCTIONS
self.updatePosture = function () {
var speed = 0.2; //0.1; // Speed of transition
if (!self.targetPosture) {
return;
}
// Check if the target posture for hands and legs is reached
//log("self.targetPosture: " + self.targetPosture.name + " : self.rightHand.x: " + self.rightHand.x, " self.targetPosture.rightHand.x: " + self.targetPosture.rightHand.x);
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.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;
if (handsAndLegsReached) {
//log("handsAndLegsReached !");
// Update currentPosture to the name of the targetPosture when hands and legs posture is reached
self.currentPosture = self.targetPosture.name;
self.targetPosture = null;
self.isChangingPosture = false;
if (self.nextPosture) {
self.setPosture(self.nextPosture);
}
return;
} else {
self.isChangingPosture = true;
}
if (self.targetPosture && self.targetPosture.head) {
self.head.x += (self.targetPosture.head.x - self.head.x) * speed;
}
self.head.y += (self.targetPosture.head.y - self.head.y) * speed;
self.rightArm.x += (self.targetPosture.rightArm.x - self.rightArm.x) * speed;
self.rightArm.y += (self.targetPosture.rightArm.y - self.rightArm.y) * speed;
self.rightHand.x += (self.targetPosture.rightHand.x - self.rightHand.x) * speed;
self.rightHand.y += (self.targetPosture.rightHand.y - self.rightHand.y) * speed;
self.leftArm.x += (self.targetPosture.leftArm.x - self.leftArm.x) * speed;
self.leftArm.y += (self.targetPosture.leftArm.y - self.leftArm.y) * speed;
self.leftHand.x += (self.targetPosture.leftHand.x - self.leftHand.x) * speed;
self.leftHand.y += (self.targetPosture.leftHand.y - self.leftHand.y) * speed;
self.trunk.x += (self.targetPosture.trunk.x - self.trunk.x) * speed;
self.trunk.y += (self.targetPosture.trunk.y - self.trunk.y) * speed;
self.rightLeg.x += (self.targetPosture.rightLeg.x - self.rightLeg.x) * speed;
self.rightLeg.y += (self.targetPosture.rightLeg.y - self.rightLeg.y) * speed;
self.rightFoot.x += (self.targetPosture.rightFoot.x - self.rightFoot.x) * speed;
self.rightFoot.y += (self.targetPosture.rightFoot.y - self.rightFoot.y) * speed;
self.leftLeg.x += (self.targetPosture.leftLeg.x - self.leftLeg.x) * speed;
self.leftLeg.y += (self.targetPosture.leftLeg.y - self.leftLeg.y) * speed;
self.leftFoot.x += (self.targetPosture.leftFoot.x - self.leftFoot.x) * speed;
self.leftFoot.y += (self.targetPosture.leftFoot.y - self.leftFoot.y) * speed;
};
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;
}
}
};
self.setPosture = function (newPosture) {
log("Set posture: " + newPosture.name);
if (self.isChangingPosture) {
// Store next posture for when target one is reached
self.nextPosture = newPosture;
return;
}
if (self.nextPosture) {
// If a next posture is set, use it as target
newPosture = self.nextPosture;
self.nextPosture = null;
}
if (newPosture && self.currentPosture != newPosture.name) {
// Set new posture
self.targetPosture = newPosture;
}
};
});
/****************************************************************************************** */
/************************************** 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 * 0; // TEMP DEBUG !!!
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Light blue background to represent the sky
});
/****
* Game Code
****/
/****************************************************************************************** */
/************************************** 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
var isDebug = true;
/****************************************************************************************** */
/************************************** POSTURES ****************************************** */
/****************************************************************************************** */
var idlePosture = {
name: "idlePosture",
head: {
x: 0,
y: -140
},
rightArm: {
x: 30,
y: 20
},
rightHand: {
x: 40,
y: 40
},
leftArm: {
x: -30,
y: 20
},
leftHand: {
x: -40,
y: 40
},
trunk: {
x: 0,
y: 0
},
rightLeg: {
x: 37.5,
y: 150
},
rightFoot: {
x: 50,
y: 250
},
leftLeg: {
x: -37.5,
y: 150
},
leftFoot: {
x: -50,
y: 250
}
};
/****************************************************************************************** */
/*********************************** 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();
});
/****************************************************************************************** */
/************************************* AI FUNCTIONS *************************************** */
/****************************************************************************************** */
/****************************************************************************************** */
/************************************* GAME STATES **************************************** */
/****************************************************************************************** */
function gameInitialize() {
log("Game initialize...");
// Initialize athlete
athlete = game.addChild(new Athlete());
athlete.x = 400;
athlete.y = groundLevel - 200;
athlete.setPosture(idlePosture);
// Set the ground level globally accessible within the game instance
game.groundLevel = groundLevel;
gameState = GAME_STATE.PLAYING;
}
function gamePlaying() {
log("Game playing...");
athlete.update();
athlete.updatePosture();
// 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
}
});
}
/****************************************************************************************** */
/************************************** MAIN GAME LOOP ************************************ */
/****************************************************************************************** */
LK.on('tick', function () {
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();
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.