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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
===================================================================
--- original.js
+++ change.js
@@ -1,34 +1,8 @@
/****
* Classes
****/
-// Arm class to handle both upper and lower parts
-// Enumeration for game states
/****************************************************************************************** */
-/************************************** GLOBAL VARIABLES ********************************** */
-/****************************************************************************************** */
-var Arm = Container.expand(function () {
- var self = Container.call(this);
- self.upperPart = self.attachAsset('bodyPart', {
- anchorX: 0.5,
- anchorY: 1,
- scaleX: 0.3,
- scaleY: 1,
- tint: self.tint
- });
- self.lowerPart = self.attachAsset('bodyPart', {
- anchorX: 0.5,
- anchorY: 1,
- scaleX: 0.3,
- scaleY: 1,
- tint: self.tint
- });
- // Method to update position or other properties of the arm
- self.update = function () {
- // Update logic for the arm, if necessary
- };
-});
-/****************************************************************************************** */
/**************************************** CLASSES ***************************************** */
/****************************************************************************************** */
/****************************************************************************************** */
/************************************* ATHLETE CLASS ************************************** */
@@ -41,63 +15,44 @@
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;
- // Initialize targetPosture with default body part positions to prevent undefined property access
- self.targetPosture = {
- head: {
- x: 0,
- y: 0
- },
- rightArm: {
- x: 0,
- y: 0
- },
- rightHand: {
- x: 0,
- y: 0
- },
- leftArm: {
- x: 0,
- y: 0
- },
- leftHand: {
- x: 0,
- y: 0
- },
- trunk: {
- x: 0,
- y: 0
- },
- rightLeg: {
- x: 0,
- y: 0
- },
- rightFoot: {
- x: 0,
- y: 0
- },
- leftLeg: {
- x: 0,
- y: 0
- },
- leftFoot: {
- x: 0,
- y: 0
- }
- };
// BODY PARTS
self.head = self.attachAsset('head', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 1,
tint: self.tint
});
- // Right Arm with upper and lower parts
- self.rightArm = new Arm();
- // Left Arm with upper and lower parts
- self.leftArm = new Arm();
+ 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,
@@ -154,17 +109,18 @@
return;
} else {
self.isChangingPosture = true;
}
- self.head.x += (self.targetPosture.head.x - self.head.x) * speed;
+ 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.leftArm.rotation += (self.targetPosture.leftArm.r - self.leftArm.rotation) * 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;
@@ -239,51 +195,12 @@
/****
* Game Code
****/
-// Initialize targetPosture with default body part positions to prevent undefined property access
-self.targetPosture = {
- head: {
- x: 0,
- y: 0
- },
- rightArm: {
- x: 0,
- y: 0
- },
- rightHand: {
- x: 0,
- y: 0
- },
- leftArm: {
- x: 0,
- y: 0
- },
- leftHand: {
- x: 0,
- y: 0
- },
- trunk: {
- x: 0,
- y: 0
- },
- rightLeg: {
- x: 0,
- y: 0
- },
- rightFoot: {
- x: 0,
- y: 0
- },
- leftLeg: {
- x: 0,
- y: 0
- },
- leftFoot: {
- x: 0,
- y: 0
- }
-};
+/****************************************************************************************** */
+/************************************** GLOBAL VARIABLES ********************************** */
+/****************************************************************************************** */
+// Enumeration for game states
var GAME_STATE = {
INIT: 'INIT',
MENU: 'MENU',
HELP: 'HELP',
@@ -317,10 +234,10 @@
y: 40
},
leftArm: {
x: -40,
- y: -300,
- r: Math.PI * 2 * -0.37
+ y: 20,
+ r: Math.PI * 2 * 0.75
},
leftHand: {
x: -40,
y: 40
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.