Code edit (3 edits merged)
Please save this source code
User prompt
add a isFalling property to the athlete and update it
Code edit (4 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: track is not defined' in or related to this line: 'track.update();' Line Number: 403
User prompt
call track update in gamePlaying
User prompt
use the track class in gameInitialize
User prompt
add a track class
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'track.x = trackPosition')' in or related to this line: 'track.x = trackPosition;' Line Number: 380
User prompt
Please fix the bug: 'ReferenceError: track is not defined' in or related to this line: 'track.x = trackPosition;' Line Number: 379
User prompt
make the tracks indefinetly scroll horizontally at the same speed as obstacles
Code edit (1 edits merged)
Please save this source code
Code edit (3 edits merged)
Please save this source code
User prompt
Stop calling the run anim when falling
Code edit (1 edits merged)
Please save this source code
User prompt
Make a glow effect on the central rod
User prompt
Call the fall anim before gameover
Code edit (2 edits merged)
Please save this source code
User prompt
create a fall anim in athlete class
Code edit (12 edits merged)
Please save this source code
User prompt
add and show the background asset
User prompt
add an asset for the background
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
User prompt
Please fix the bug: 'ReferenceError: runAnim is not defined' in or related to this line: 'runAnim();' Line Number: 129
/****
* Classes
****/
/****************************************************************************************** */
/**************************************** CLASSES ***************************************** */
/****************************************************************************************** */
/****************************************************************************************** */
/************************************* ATHLETE CLASS ************************************** */
/****************************************************************************************** */
var Athlete = Container.expand(function () {
var self = Container.call(this);
self.speedX = 5;
self.jumpSpeed = -17;
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;
self.tint = 0xc0d4FF;
// BODY PARTS
self.trunk = self.attachAsset('bodyPart', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 1,
rotation: 0.125,
tint: 0x000000 //self.tint // TEMP DEBUG
});
self.head = self.trunk.attachAsset('head', {
anchorX: 0.5,
anchorY: 2,
scaleX: 1,
scaleY: 1,
tint: 0x000000 // self.tint
});
self.rightArm = self.trunk.attachAsset('bodyPart', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1,
scaleY: 1,
tint: self.tint
});
// Right hand asset attachment removed
self.leftArm = self.trunk.attachAsset('bodyPart', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1,
scaleY: 1,
tint: self.tint
});
// Left hand asset attachment removed
self.rightLeg = self.trunk.attachAsset('bodyPart', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1,
scaleY: 1.0,
tint: self.tint
});
// Right foot asset attachment removed
self.leftLeg = self.trunk.attachAsset('bodyPart', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1,
scaleY: 1.0,
tint: self.tint
});
// Left foot asset attachment removed
// 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.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;
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.rightArm.rotation += (self.targetPosture.rightArm.r - self.rightArm.rotation) * speed;
// Right hand updates removed due to hand assets being removed
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;
// Left hand updates removed due to hand assets being removed
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;
// Right foot updates removed due to foot assets being removed
self.leftLeg.x += (self.targetPosture.leftLeg.x - self.leftLeg.x) * speed;
self.leftLeg.y += (self.targetPosture.leftLeg.y - self.leftLeg.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.runAnim();
} else {
self.jumpAnim();
}
if (!self.isOnGround) {
self.y += self.speedY;
self.speedY += self.gravity;
if (self.y >= game.groundLevel - 200) {
self.y = game.groundLevel - 200;
self.isOnGround = true;
}
}
};
self.runAnim = function () {
var ocsilDelay = 5;
var armsAmplitude = 0.5;
var legsAmplitude = 0.5;
// Simulate running by continuously balancing the arms and legs
var runningArmAngle = Math.sin(LK.ticks / ocsilDelay) * armsAmplitude; // Oscillate arm angle to simulate running faster
var runningLegAngle = Math.sin(LK.ticks / ocsilDelay) * legsAmplitude; // Oscillate leg angle to simulate running faster
var armSwitchProgress = (Math.sin(LK.ticks / 5) + 0) / 2; // Normalize between 0 and 1
self.rightArm.x = 10 * (1 - armSwitchProgress) - 5 * armSwitchProgress;
self.leftArm.x = -15 * (1 - armSwitchProgress) + 20 * armSwitchProgress;
self.rightLeg.x = 5 * (1 - armSwitchProgress) - 5 * armSwitchProgress;
self.leftLeg.x = -10 * (1 - armSwitchProgress) + 10 * armSwitchProgress;
self.rightArm.rotation = runningArmAngle;
self.leftArm.rotation = -runningArmAngle;
self.rightLeg.rotation = -runningLegAngle;
self.leftLeg.rotation = runningLegAngle;
self.trunk.width = 30 - 10 * (runningArmAngle * Math.PI * 0.5); //armSwitchProgress; // + 10 * Math.abs(runningArmAngle);
self.head.width = 50 - 10 * (runningArmAngle * Math.PI * 0.5); //armSwitchProgress; // + 10 * Math.abs(runningArmAngle);
//self.rightArm.height = 180 * (0.5 + Math.abs(runningArmAngle));
//self.leftArm.height = 150 * (0.7 + Math.abs(runningArmAngle));
//self.rightLeg.height = 200 * (0.5 + Math.abs(runningArmAngle + Math.PI * 0.125));
//self.leftLeg.height = 200 * (0.5 + Math.abs(runningArmAngle + Math.PI * 0.125));
};
self.jumpAnim = function () {
var ocsilDelay = 50;
var armsAmplitude = 1;
var legsAmplitude = 1;
// Simulate running by continuously balancing the arms and legs
var runningArmAngle = Math.sin(LK.ticks / ocsilDelay) * armsAmplitude; // Oscillate arm angle to simulate running faster
var runningLegAngle = Math.sin(LK.ticks / ocsilDelay) * legsAmplitude; // Oscillate leg angle to simulate running faster
var armSwitchProgress = (Math.sin(LK.ticks / 5) + 0) / 2; // Normalize between 0 and 1
self.rightArm.x = 10 * (1 - armSwitchProgress) - 5 * armSwitchProgress;
self.leftArm.x = -15 * (1 - armSwitchProgress) + 20 * armSwitchProgress;
self.rightLeg.x = 5 * (1 - armSwitchProgress) - 5 * armSwitchProgress;
self.leftLeg.x = -10 * (1 - armSwitchProgress) + 10 * armSwitchProgress;
self.rightArm.rotation = runningArmAngle;
self.leftArm.rotation = -runningArmAngle;
self.trunk.width = 30 - 10 * (runningArmAngle * Math.PI * 0.5); //armSwitchProgress; // + 10 * Math.abs(runningArmAngle);
var legRotationSpeed = 0.05; // Speed of rotation change
if (self.speedY > 0) {
// Return legs to initial rotation when descending
self.rightLeg.rotation += (0 - self.rightLeg.rotation) * legRotationSpeed;
self.leftLeg.rotation += (0 - self.leftLeg.rotation) * legRotationSpeed;
self.leftLeg.height += 35 * legRotationSpeed;
} else {
// Continue with jump animation adjustments
self.rightLeg.rotation += (-2 - self.rightLeg.rotation) * legRotationSpeed;
self.leftLeg.rotation += (1.8 - self.leftLeg.rotation) * legRotationSpeed;
self.leftLeg.height -= 35 * legRotationSpeed;
}
};
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);
self.leftRod = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 1.0 // Anchor at the bottom for collision detection
});
self.centralRod = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 1,
y: -200,
rotation: Math.PI * 0.125
});
self.rightRod = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.0,
x: 95,
y: -460
});
self.speedX = -10;
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 = 180; // Spawn an obstacle every 2 seconds
var isDebug = true;
/****************************************************************************************** */
/************************************** POSTURES ****************************************** */
/****************************************************************************************** */
var idlePosture = {
name: "idlePosture",
trunk: {
x: 0,
y: 0
},
head: {
x: 0,
y: 0
},
rightArm: {
x: 20,
y: -80,
r: Math.PI * 2 * 0.925
},
leftArm: {
x: -20,
y: -80,
r: Math.PI * 2 * 0.125
},
rightLeg: {
x: 5,
y: 100
},
leftLeg: {
x: -5,
y: 100
}
};
/****************************************************************************************** */
/*********************************** 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 + 100;
obstacles.push(newObstacle);
game.addChild(newObstacle);
}
game.addChild(athlete);
// Check for collisions
obstacles.forEach(function (obstacle) {
if (athlete.intersects(obstacle.centralRod)) {
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.