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Add a little randomness to the ocsillation but after a full sinusoid
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Speed up the oscillation
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add also a movement to the legs
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in gamePlaying, ad a continuous balancing movement to the arms to simulate running
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Please fix the bug: 'ReferenceError: T is not defined' in or related to this line: 'T; // EMP DEBUG !!!' Line Number: 301
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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
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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
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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
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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
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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: 83
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we will simplify the athlete : remove hands and foots
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===================================================================
--- original.js
+++ change.js
@@ -15,24 +15,24 @@
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;
- self.tint = 0xFFFFFF;
+ self.tint = 0xc0d4FF;
// BODY PARTS
self.trunk = self.attachAsset('bodyPart', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 1,
// Increased scale to make trunk longer
- tint: self.tint // TEMP DEBUG
+ tint: 0x000000 //self.tint // TEMP DEBUG
});
self.head = self.trunk.attachAsset('head', {
anchorX: 0.5,
anchorY: 2,
scaleX: 1,
scaleY: 1,
- tint: self.tint
+ tint: 0x000000 // self.tint
});
self.rightArm = self.trunk.attachAsset('bodyPart', {
anchorX: 0.5,
anchorY: 0,
@@ -286,10 +286,12 @@
LK.showGameOver(); // Show game over screen
}
});
// Simulate running by continuously balancing the arms and legs
- var runningArmAngle = Math.sin(LK.ticks / 5) * 0.5; // Oscillate arm angle to simulate running faster
- var runningLegAngle = Math.sin(LK.ticks / 5) * 0.3; // Oscillate leg angle to simulate running faster
+ var cycleComplete = Math.floor(LK.ticks / (Math.PI * 10)) % 2 == 0; // Check if a full sinusoid cycle is complete
+ var randomFactor = cycleComplete ? 0.5 + Math.random() * 0.5 : 1; // Add randomness after a full cycle
+ var runningArmAngle = Math.sin(LK.ticks / 5) * 0.5 * randomFactor; // Oscillate arm angle to simulate running faster with randomness
+ var runningLegAngle = Math.sin(LK.ticks / 5) * 0.3 * randomFactor; // Oscillate leg angle to simulate running faster with randomness
athlete.rightArm.rotation = runningArmAngle;
athlete.leftArm.rotation = -runningArmAngle;
athlete.rightLeg.rotation = -runningLegAngle;
athlete.leftLeg.rotation = runningLegAngle;
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.