Code edit (10 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'self.leftFoot.x += (self.targetPosture.leftFoot.x - self.leftFoot.x) * speed;' Line Number: 116
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'self.rightFoot.x += (self.targetPosture.rightFoot.x - self.rightFoot.x) * speed;' Line Number: 113
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'self.leftHand.x += (self.targetPosture.leftHand.x - self.leftHand.x) * speed;' Line Number: 108
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'self.rightHand.x += (self.targetPosture.rightHand.x - self.rightHand.x) * speed;' Line Number: 104
User prompt
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: 83
User prompt
we will simplify the athlete : remove hands and foots
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
Code edit (2 edits merged)
Please save this source code
User prompt
links parts so that when rightArm moves, rightHand follow it
Code edit (1 edits merged)
Please save this source code
User prompt
no its in the middle now, fix
User prompt
no his head is under the trunk, fix
User prompt
skeleton head is in the middle of the trunk. fix that
User prompt
fix the skeleton and its animation
User prompt
animate the skelton
User prompt
add a new instance of skeleton in the game
User prompt
implement a skeleton using bodyparts like current athlete but with methods to control it
===================================================================
--- original.js
+++ change.js
@@ -115,10 +115,10 @@
}
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.rightArm.x + (self.targetPosture.rightHand.x - self.targetPosture.rightArm.x);
- self.rightHand.y = self.rightArm.y + (self.targetPosture.rightHand.y - self.targetPosture.rightArm.y);
+ 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;
@@ -184,142 +184,8 @@
self.move = function () {
self.x += self.speedX * 0; // TEMP DEBUG !!!
};
});
-var Skeleton = Container.expand(function () {
- var self = Container.call(this);
- self.parts = {};
- // Initialize skeleton parts
- self.initParts = function () {
- var partsConfig = {
- head: {
- asset: 'head',
- anchorX: 0.5,
- anchorY: 1.5 // Correctly adjust head position to be above the trunk
- },
- trunk: {
- asset: 'bodyPart',
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 0.3,
- scaleY: 2.0
- },
- rightArm: {
- asset: 'bodyPart',
- anchorX: 0.5,
- anchorY: 1,
- scaleX: 0.3,
- scaleY: 1
- },
- rightHand: {
- asset: 'bodyPart',
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 0.3,
- scaleY: 1
- },
- leftArm: {
- asset: 'bodyPart',
- anchorX: 0.5,
- anchorY: 1,
- scaleX: 0.3,
- scaleY: 1
- },
- leftHand: {
- asset: 'bodyPart',
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 0.3,
- scaleY: 1
- },
- rightLeg: {
- asset: 'bodyPart',
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 0.3,
- scaleY: 1
- },
- rightFoot: {
- asset: 'bodyPart',
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 0.3,
- scaleY: 1
- },
- leftLeg: {
- asset: 'bodyPart',
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 0.3,
- scaleY: 1
- },
- leftFoot: {
- asset: 'bodyPart',
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 0.3,
- scaleY: 1
- }
- };
- for (var partName in partsConfig) {
- var part = partsConfig[partName];
- self.parts[partName] = self.attachAsset(part.asset, {
- anchorX: part.anchorX,
- anchorY: part.anchorY,
- scaleX: part.scaleX || 1,
- scaleY: part.scaleY || 1
- });
- }
- };
- // Method to move a specific part
- self.movePart = function (partName, x, y) {
- if (self.parts[partName]) {
- self.parts[partName].x = x;
- self.parts[partName].y = y;
- }
- };
- // Method to rotate a specific part
- self.rotatePart = function (partName, rotation) {
- if (self.parts[partName]) {
- self.parts[partName].rotation = rotation;
- }
- };
- // Initialize parts on creation
- self.initParts();
- // Animation state
- self.animationState = 0;
- // Animate skeleton to simulate running
- self.animate = function () {
- // Switch between animation states
- self.animationState = (self.animationState + 1) % 4;
- switch (self.animationState) {
- case 0:
- self.movePart('rightLeg', 0, -10);
- self.movePart('leftLeg', 0, 10);
- self.movePart('rightArm', 0, 10);
- self.movePart('leftArm', 0, -10);
- break;
- case 1:
- self.movePart('rightLeg', 0, 5);
- self.movePart('leftLeg', 0, -5);
- self.movePart('rightArm', 0, -5);
- self.movePart('leftArm', 0, 5);
- break;
- case 2:
- self.movePart('rightLeg', 0, 10);
- self.movePart('leftLeg', 0, -10);
- self.movePart('rightArm', 0, -10);
- self.movePart('leftArm', 0, 10);
- break;
- case 3:
- self.movePart('rightLeg', 0, -5);
- self.movePart('leftLeg', 0, 5);
- self.movePart('rightArm', 0, 5);
- self.movePart('leftArm', 0, -5);
- break;
- }
- };
-});
/****
* Initialize Game
****/
@@ -427,19 +293,14 @@
athlete.y = groundLevel - 200;
athlete.setPosture(idlePosture);
// Set the ground level globally accessible within the game instance
game.groundLevel = groundLevel;
- // Initialize skeleton
- var skeleton = game.addChild(new Skeleton());
- skeleton.x = 600;
- skeleton.y = groundLevel - 200;
gameState = GAME_STATE.PLAYING;
}
function gamePlaying() {
log("Game playing...");
athlete.update();
athlete.updatePosture();
- skeleton.animate();
// 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
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.