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Please fix the bug: 'ReferenceError: groundLevels is not defined' in or related to this line: 'self.shadow.y = groundLevels[0] - self.y - self.trunk.y;' Line Number: 366
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Using the following instructions, add shadows to the athletes, you would modify the Athlete class to include a shadow asset for each athlete instance. Here's a conceptual outline of the code changes you would make, described in human language: 1. **Define a Shadow Asset in the Athlete Class Initialization:** - Within the Athlete class constructor, after initializing the athlete's body parts (like the trunk, head, arms, and legs), you would attach a new asset to represent the shadow. This could be done using the `self.attachAsset` method similar to how other body parts are attached. - The shadow asset could be a simple ellipse or a custom shape that resembles the shadow cast by an athlete. You would set its color to a dark gray or black with reduced alpha to make it semi-transparent, mimicking a real shadow. - Position the shadow asset directly below the athlete, offsetting its `x` and `y` properties to ensure it appears right under the athlete's feet. The `y` offset might be slightly larger than the athlete's height to place it on the ground, and you might need to adjust the `scaleX` and `scaleY` properties to stretch the shadow horizontally to make it look more realistic. 2. **Update Shadow Position in the Athlete's Update Method:** - In the Athlete class's update method (`self._update_migrated`), along with updating the athlete's position and handling animations, you would also update the shadow's position to follow the athlete. This ensures that the shadow remains correctly positioned under the athlete as they move. - If the athlete jumps, you could optionally adjust the shadow's `scaleX` and `scaleY` to make the shadow grow or shrink, simulating the shadow's behavior in real life as the athlete moves away from or closer to the ground. 3. **Adjust Shadow Visibility Based on Athlete's State:** - You might want to adjust the shadow's visibility or opacity based on the athlete's state. For example, if the athlete is jumping, the shadow could become fainter or slightly larger to reflect the increased distance from the ground. - When the athlete is falling or has collided with an obstacle, you could temporarily hide the shadow or make it more prominent based on the game's visual feedback requirements.
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when isReached and athlete had won, show the confettis
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add a confetti class to celebrate player victory
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Please fix the bug: 'ReferenceError: messageTextBig is not defined' in or related to this line: 'messageTextBig.visible = false;' Line Number: 548
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in Billboard.setMessage, set nbLineFeeds to the number of line feeds in newMessage
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Please fix the bug: 'ReferenceError: currentMessage is not defined' in or related to this line: 'self.setMessage(currentMessage);' Line Number: 540
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add a Text2 in the Billboard class
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/****
* Classes
****/
/****************************************************************************************** */
/**************************************** CLASSES ***************************************** */
/****************************************************************************************** */
/****************************************************************************************** */
/************************************* ATHLETE CLASS ************************************** */
/****************************************************************************************** */
var Athlete = Container.expand(function (line) {
var self = Container.call(this);
self.speedX = -1 * globalSpeedPerLine[line];
self.isRunning = false;
self.isBlocked = false;
self.nextHurdleSpeedX = 0;
self.jumpSpeedDefault = -20; // -17;
self.jumpSpeedBonus = -40;
self.jumpSpeed = self.jumpSpeedDefault;
self.lastJumpTime = 0;
self.interJumpDelayMs = 500;
self.gravity = 0.5;
self.lineIndex = line;
self.isAi = line > 0;
self.isOnGround = true;
self.isRunning = false;
self.isFalling = false; // Indicates if the athlete is currently falling
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 = currentRoundColors[line];
self.previousX = 0;
self.justTookBonus = false;
self.isWaiting = true; // Player at speed 0
self.nbJumps = 0;
// 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; // Speed of transition
if (!self.targetPosture) {
//log("no 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;
}
self.head.x += (self.targetPosture.head.x - self.head.x) * speed;
self.trunk.rotation += (self.targetPosture.trunk.r - self.trunk.rotation) * speed;
self.head.y += (self.targetPosture.head.y - self.head.y) * speed;
self.head.rotation += (self.targetPosture.head.r - self.head.rotation) * 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;
//log("Posture rightArm.rotation=" + self.rightArm.rotation);
// 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;
self.rightLeg.rotation += (self.targetPosture.rightLeg.r - self.rightLeg.rotation) * speed;
self.rightLeg.height += (self.targetPosture.rightLeg.h - self.rightLeg.height) * 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.leftLeg.rotation += (self.targetPosture.leftLeg.r - self.leftLeg.rotation) * speed;
self.leftLeg.height += (self.targetPosture.leftLeg.h - self.leftLeg.height) * speed;
};
self._update_migrated = function () {
/* ********************************************************** AI ATHLETE **************************************************** */
if (self.isAi) {
// AI Athlete
var nextX = self.x;
self.previousX = self.x;
if (self.isRunning) {
var deltaSpeed = Math.abs(globalSpeedPerLine[self.lineIndex]) - Math.abs(globalSpeedPerLine[0]);
nextX += deltaSpeed;
if (!self.isFalling) {
// Normal running
if (self.isOnGround) {
// Running
self.leftLeg.height = 200;
self.leftArm.height = 200;
if (self.isRunning) {
self.trunk.rotation = 0.125;
self.runAnim();
}
// Auto jump first hurdle of the line
if (obstacles[self.lineIndex].length) {
var distance = obstacles[self.lineIndex][0].x - nextX;
if (self.lineIndex == 1) {
//log((self.isOnGround ? 'On ground' : 'In air 1') + " / x=" + self.x + " / y=" + self.y + " / DeltaY=" + (obstacles[self.lineIndex][0].y - obstacles[self.lineIndex][0].centralRod.y - self.y) + " / distance=" + distance);
}
if (self.x > aiJumpLeftLimit && self.x < aiJumpRightLimit && distance > 0 && distance <= 300) {
self.jump();
} else {
// Reduce advance when out of screen
var normalize = self.nextHurdleSpeedX;
normalize = self.x < -200 ? Math.abs(normalize) : normalize;
normalize = self.x > 2100 ? -10 + Math.random() * 2 : normalize;
normalize = self.x > 3000 ? -20 : normalize;
nextX += normalize;
}
}
} else {
if (obstacles[self.lineIndex].length) {
var distance = obstacles[self.lineIndex][0].x - nextX;
if (self.lineIndex == 1) {
//log((self.isOnGround ? 'On ground' : 'In air 2') + " / x=" + self.x + " / y=" + self.y + " / DeltaY=" + (obstacles[self.lineIndex][0].y - obstacles[self.lineIndex][0].centralRod.y - self.y) + " / distance=" + distance);
}
}
// Jumping - if not running, finish the jump
self.speedY += self.gravity * Math.abs(globalSpeedPerLine[self.lineIndex] / 10) + (!self.isRunning ? 0.5 : 0);
self.y += self.speedY * Math.abs(globalSpeedPerLine[self.lineIndex] / 10) + (!self.isRunning ? self.speedY : 0);
if (self.y >= linesGroundLevels[self.lineIndex]) {
// Reached the ground
self.isOnGround = true;
self.speedY = 0;
self.y = linesGroundLevels[self.lineIndex];
// Define speed for next hurdle => Defines the Difficulty
//self.nextHurdleSpeedX = -1 + (-5 + 10 * Math.random()); // Level 1/3
//self.nextHurdleSpeedX = 0 + (-5 + 15 * Math.random()); // Level 2/3
self.nextHurdleSpeedX = -2 * Math.min(0, 2 - difficultyLevel) + (-5 + 10 * Math.random() * (1 + 0.5 * (difficultyLevel - 1))); // Level n
if (difficultyLevel == 1 && obstacles[self.lineIndex].length <= 3 && self.x > athlete.x) {
self.nextHurdleSpeedX = -2 - 1 * Math.abs(self.nextHurdleSpeedX); // Level 1/3
}
} else {
self.jumpAnim();
}
}
} else {
// Falling
self.y += 5;
if (self.y >= linesGroundLevels[self.lineIndex]) {
self.isOnGround = true;
self.speedY = 0;
self.y = linesGroundLevels[self.lineIndex];
} else {
self.fallAnim();
}
}
} else {
if (self.lineIndex == 1) {
//log("WAITING / x=" + self.x + " / y=" + self.y + " / globalSpeedPerLine[0]=" + globalSpeedPerLine[0]);
}
if (self.finishPosition == 1) {
self.victoryAnim();
}
if (athlete.isRunning && !self.isBlocked) {
nextX += -1 * globalSpeedPerLine[0];
}
if (self.isBlocked) {
nextX += globalSpeedPerLine[0];
}
}
// Update athlete position
self.x = nextX;
self.previousX = self.x;
} else {
// Player Athlete
/* ********************************************************** PLAYER ATHLETE **************************************************** */
if (self.isRunning) {
if (!self.isFalling) {
// Normal running
if (self.isOnGround) {
// Running
self.leftLeg.height = 200;
self.leftArm.height = 200;
if (globalSpeedPerLine[0] != 0) {
self.isWaiting = false;
self.trunk.rotation = 0.125;
self.runAnim();
} else {
if (!self.isWaiting) {
self.isWaiting = true;
self.trunk.rotation = 0.0;
self.setPosture(idlePosture);
}
}
} else {
// Jumping
self.speedY += self.gravity * 2;
self.y += self.speedY * 2;
if (self.y >= linesGroundLevels[self.lineIndex]) {
// Reached the ground
self.isOnGround = true;
self.speedY = 0;
self.y = linesGroundLevels[self.lineIndex];
if (self.justTookBonus) {
log("Restore previous Speed..." + self.speedBeforeBonus);
globalSpeedPerLine[self.lineIndex] = self.speedBeforeBonus;
self.speedBeforeBonus = 0;
}
// Restore pos
if (globalSpeedPerLine[0] != 0) {
self.isWaiting = false;
self.trunk.rotation = 0.125;
self.runAnim();
} else {
if (!self.isWaiting) {
self.isWaiting = true;
self.trunk.rotation = 0.0;
self.setPosture(idlePosture);
}
}
} else {
if (self.justTookBonus) {
log("Apply Bonus Speed...");
if (!self.speedBeforeBonus) {
log("Save previous Speed..." + globalSpeedPerLine[self.lineIndex]);
self.speedBeforeBonus = globalSpeedPerLine[self.lineIndex];
}
globalSpeedPerLine[self.lineIndex] = self.speedBeforeBonus * 2;
}
self.jumpAnim();
}
}
// Update athlete speed
if (self.isOnGround && !finishLine.isCut && Date.now() - lastRunTime > 1000) {
// Decelerate when not pressing button
speedGauge = Math.max(0, speedGauge - 0.02 * (Date.now() - lastRunTime) / 1000);
globalSpeedPerLine[0] = globalBaseSpeed * speedGauge;
}
} else {
// Falling
self.y += 5;
self.fallAnim();
if (self.y >= linesGroundLevels[self.lineIndex] + 200) {
// 200 for horizontal trunk offset
self.isOnGround = true;
self.speedY = 0;
self.y = linesGroundLevels[self.lineIndex] + 200;
}
}
} else {
if (self.finishPosition == 1) {
self.victoryAnim();
}
}
}
self.updatePosture();
};
self.jump = function () {
if (self.isAI || Date.now() - self.lastJumpTime > self.interJumpDelayMs) {
if (self.isOnGround) {
self.isOnGround = false;
// Handle jump bonus
if (!self.isAI && self.justTookBonus) {
self.nbJumps++;
if (self.nbJumps > nbBonusJumps) {
log("JUMPS FINISHED " + self.nbJumps);
self.justTookBonus = false;
self.jumpSpeed = self.jumpSpeedDefault;
self.speedBeforeBonus = 0;
self.nbJumps = 0;
globalSpeedPerLine[self.lineIndex] = globalBaseSpeed * speedGauge;
bonusManager.endBonus();
}
}
self.speedY = self.jumpSpeed;
self.lastJumpTime = Date.now();
//globalSpeedPerLine[self.lineIndex] = globalSpeedPerLine[self.lineIndex] * 1.1;
if (self.lineIndex == 1) {
log("--------------- JUMP -------------------- speedY :" + self.speedY);
}
}
}
};
self.runAnim = function () {
if (self.lineIndex == 1) {
//log("Check finish for #3 at x=" + opponents[self.lineIndex].x + " vs " + (finishLine.x + 512));
}
if (!self.isAI && speedGauge < 0.2) {
return;
}
var ocsilDelay = 5 * (self.isAi ? 1 : 2 - speedGauge);
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;
//log("Run rightArm.rotation=" + runningArmAngle);
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);
self.head.width = 50 - 10 * (runningArmAngle * Math.PI * 0.5);
};
self.jumpAnim = function () {
if (self.lineIndex == 1) {
//log("Check finish for #3 at x=" + opponents[line - 1].x + " vs " + (finishLine.x + 512));
}
var ocsilDelay = 5;
var armsAmplitude = 1;
var runningArmAngle = Math.sin(LK.ticks / ocsilDelay) * armsAmplitude; // Oscillate arm angle to simulate running faster
var armSwitchProgress = Math.sin(LK.ticks / 5) * 0.5; // 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.trunk.width = 30 - 10 * (runningArmAngle * Math.PI * 0.5);
self.trunk.rotation = 0.333;
var rotationSpeed = 0.001; //0.05; // Speed of rotation change
if (self.speedY > 0) {
var rr = self.rightArm.rotation - self.rightArm.rotation * rotationSpeed; // % (Math.PI * 2);
self.rightArm.rotation = rr;
var lr = self.leftArm.rotation - self.leftArm.rotation * rotationSpeed; // % (Math.PI * 2);
self.leftArm.rotation = lr;
//self.rightArm.rotation += (0 - self.rightArm.rotation) * rotationSpeed % (Math.PI * 2);
//self.leftArm.rotation += (0 - self.leftArm.rotation) * rotationSpeed % (Math.PI * 2);
// Return legs to initial rotation when descending
self.rightLeg.rotation += (0 - self.rightLeg.rotation) * rotationSpeed;
self.leftLeg.rotation += (0 - self.leftLeg.rotation) * rotationSpeed;
self.leftLeg.height -= 30 * rotationSpeed;
self.leftArm.height -= 20 * rotationSpeed;
} else {
//log("self.rightArm.rotation=" + self.rightArm.rotation, " + " + -Math.PI * 3 * rotationSpeed % (Math.PI * 2));
var rr = -Math.PI * 0.5; //self.rightArm.rotation - Math.PI * 3 * rotationSpeed; // % (Math.PI * 2);
self.rightArm.rotation = rr;
var lr = Math.PI * 0.2; //self.leftArm.rotation + Math.PI * 1.75 * rotationSpeed; // % (Math.PI * 2);
self.leftArm.rotation = lr;
//self.rightArm.rotation += -Math.PI * 3 * rotationSpeed % (Math.PI * 2);
//self.leftArm.rotation += Math.PI * 1.75 * rotationSpeed % (Math.PI * 2);
// Continue with jump animation adjustments
self.rightLeg.rotation = -Math.PI * 0.6; //+= -0.55 - self.rightLeg.rotation * rotationSpeed;
self.leftLeg.rotation = Math.PI * 0.2; //+= (1 - self.leftLeg.rotation) * rotationSpeed;
//self.leftLeg.height -= 0 * rotationSpeed;
//self.leftArm.height -= 35 * rotationSpeed;
}
};
self.fallAnim = function () {
if (self.lineIndex == 1) {
//log("Check finish for #3 at x=" + opponents[line - 1].x + " vs " + (finishLine.x + 512));
}
var fallSpeed = 0.1; // Speed of fall animation
// Adjust body parts to simulate falling
self.trunk.rotation += (Math.PI / 2 - self.trunk.rotation) * fallSpeed;
self.rightArm.rotation += (Math.PI / 2 - self.rightArm.rotation) * fallSpeed;
self.leftArm.rotation += (Math.PI / 2 - self.leftArm.rotation) * fallSpeed;
self.rightLeg.rotation += (Math.PI / 2 - self.rightLeg.rotation) * fallSpeed;
self.leftLeg.rotation += (Math.PI / 2 - self.leftLeg.rotation) * fallSpeed;
};
self.victoryAnim = function () {
if (self.lineIndex == 1) {
log("Victory #1");
}
var jumpHeight = 10;
var waveSpeed = 0.1;
var armWaveAmplitude = 0.5;
// Make the athlete do little jumps
if (self.isOnGround) {
self.speedY = -10; // Jump a little
self.isOnGround = false;
} else {
self.speedY += self.gravity;
self.y += self.speedY;
if (self.y >= linesGroundLevels[self.lineIndex]) {
self.y = linesGroundLevels[self.lineIndex];
self.isOnGround = true;
}
}
// Wave arms
self.rightArm.rotation = Math.max(-armWaveAmplitude, Math.min(armWaveAmplitude, Math.sin(LK.ticks * waveSpeed) * armWaveAmplitude)) + Math.PI;
self.leftArm.rotation = Math.max(-armWaveAmplitude, Math.min(armWaveAmplitude, -Math.sin(LK.ticks * waveSpeed) * armWaveAmplitude * 0.5));
};
self.setPosture = function (newPosture) {
log("Set posture: " + newPosture.name);
self.targetPosture = newPosture;
};
self.restore = function () {
log("restore...");
self.stop();
self.hasFlashed = false;
self.hasFlashedGround = false;
self.isRunning = true;
};
self.stop = function () {
log("stop...");
self.x = self.previousX || startX + 100 * self.lineIndex;
self.y = linesGroundLevels[self.lineIndex];
self.speedY = 0;
self.trunk.rotation = 0;
self.rightArm.rotation = idlePosture.rightArm.r;
self.leftArm.rotation = 0;
self.rightLeg.rotation = 0;
self.leftLeg.rotation = 0;
self.setPosture(idlePosture);
self.isFalling = false;
self.isOnGround = true;
};
self.useBonus = function () {
log("Player useBonus...", self.justTookBonus);
if (self.justTookBonus) {
return;
}
self.justTookBonus = true;
self.jumpSpeed = self.jumpSpeedBonus; // Adjust jumpSpeed for bonus
};
});
/****************************************************************************************** */
/************************************** BILLBOARD CLASS ************************************ */
/****************************************************************************************** */
var Billboard = Container.expand(function () {
var self = Container.call(this);
self.billboardGraphics = self.attachAsset('billboard', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366
});
/*
billboard = LK.getAsset('billboard', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(billboard);
*/
});
/****************************************************************************************** */
/********************************** BLOCKER CLASS ********************************** */
/****************************************************************************************** */
var Blocker = Container.expand(function (athleteX, groundLevelY) {
var self = Container.call(this);
self.blockerGraphics = self.attachAsset('blocker01', {
anchorX: 0.5,
anchorY: 0.0,
x: athleteX + 2048 + 512,
y: groundLevelY + 75
});
self.speedX = globalSpeedPerLine[0];
self._update_migrated = function () {
self.speedX = globalSpeedPerLine[0];
self.x += self.speedX;
};
});
/****************************************************************************************** */
/********************************** BONUS CLASS ********************************** */
/****************************************************************************************** */
var BonusManager = Container.expand(function () {
var self = Container.call(this);
self.isUsed = false;
self.alphaDirection = -1;
// Bonus asset
self.bonusGraphics = self.attachAsset('bonus1', {
anchorX: 0.5,
anchorY: 0.5,
width: 100,
height: 100,
x: game.width - 150,
y: 75,
visible: false
});
// Update method for animations or effects over time
self._update_migrated = function () {
if (!self.isUsed) {
return;
}
if (LK.ticks % 120) {
self.bonusGraphics.alpha += self.alphaDirection * 0.1;
if (self.bonusGraphics.alpha <= 0 || self.bonusGraphics.alpha >= 1) {
self.alphaDirection *= -1;
}
}
};
self.useBonus = function () {
log("BonusManager useBonus...");
if (self.isUsed) {
log("Alredy used ...");
return;
}
self.isUsed = true;
drone.useBonus();
athlete.useBonus();
self.bonusGraphics.visible = true;
};
self.endBonus = function () {
log("BonusManager endBonus...");
self.bonusGraphics.visible = false;
self.isUsed = false;
};
});
/****************************************************************************************** */
/************************************** DRONE CLASS ************************************ */
/****************************************************************************************** */
var DeliveryDrone = Container.expand(function () {
var self = Container.call(this);
self.speedX = 0;
self.packetSpeed = 0;
self.entered = false;
self.enterTime = 0;
self.packetDropped = false;
self.packetFalling = false;
self.movePacket = false;
self.droneLeaving = false;
// Create layers for packets and drones
self.packetLayer = new Container();
self.droneLayer = new Container();
game.addChild(self.packetLayer);
game.addChild(self.droneLayer);
self.packet = self.packetLayer.attachAsset('packet1', {
anchorX: 0.5,
anchorY: 0.5,
y: 75
});
self.bonus = self.packetLayer.attachAsset('bonus1', {
anchorX: 0.5,
anchorY: 0.5,
y: 75,
visible: false,
isUsed: false
});
self.drone1 = self.droneLayer.attachAsset('drone', {
anchorX: 0.5,
anchorY: 0.5
});
self.drone2 = self.droneLayer.attachAsset('drone2', {
anchorX: 0.5,
anchorY: 0.5
});
self.drone1.visible = true;
self.drone2.visible = false;
self.dropPacket = function () {
if (!self.packetDropped) {
// Make packet fall to the ground
self.packetDropped = true;
self.packetFalling = true;
log("THROW PACKET! self.packet.y < groundLevel : " + self.packet.y + " < " + groundLevel);
}
};
self.packetLayer.down = function (x, y, obj) {
self.dropPacket();
};
// Down works on last layer only ?
self.droneLayer.down = function (x, y, obj) {
self.dropPacket();
};
self._update_migrated = function () {
self.x += self.speedX;
// Reverse direction at screen edges
if (self.x < 2048 - 300) {
self.speedX = 0;
}
if (self.x > 2048 + 512) {
self.speedX = 0;
}
// Toggle visibility every 120 ticks (2 seconds)
if (LK.ticks % 2 == 0) {
self.drone1.visible = !self.drone1.visible;
self.drone2.visible = !self.drone2.visible;
}
// Update packet1 position to simulate falling
if (self.packetFalling && self.packet.y < groundLevel - self.packet.height / 2) {
// Ensure packet stops at ground level
self.packetSpeed += 1;
self.packet.y += self.packetSpeed; // Adjust speed as necessary
if (self.packet.y >= groundLevel - self.packet.height / 2) {
self.packet.y = groundLevel - self.packet.height / 2;
game.removeChild(self.packet);
self.packet.destroy();
// Open the packet
self.packet = self.packetLayer.attachAsset('packet2', {
anchorX: 0.5,
anchorY: 0.5,
y: groundLevel - self.packet.height / 2
});
self.packetFalling = false;
self.movePacket = true;
self.droneLeaving = true;
// Show the bonus
self.bonus = self.packetLayer.attachAsset('bonus1', {
anchorX: 0.5,
anchorY: 0.5,
visible: true,
y: groundLevel - self.packet.height * 1.5,
isUsed: false
});
}
}
self.packetLayer.x = self.x;
self.packetLayer.y = self.y;
self.droneLayer.x = self.x;
self.droneLayer.y = self.y;
if (self.movePacket && self.x + self.packet.x > -512 && athlete.isRunning) {
self.packet.x += globalSpeedPerLine[0];
self.bonus.x += globalSpeedPerLine[0];
}
if (self.droneLeaving) {
if (self.drone1.x < 2048 + 512) {
self.drone1.x += 5;
self.drone2.x += 5;
if (!self.packetDropped) {
self.packet.x += 5;
self.bonus.x += 5;
}
} else {
self.droneLeaving = false;
}
}
if (self.entered && Date.now() - self.enterTime > droneStaySeconds * 1000) {
self.droneLeaving = true;
}
};
self.prepare = function () {
self.x = 2048 + 300;
self.y = 128;
self.packetSpeed = 0;
game.removeChild(self.packet);
self.packet.destroy();
self.packet = self.packetLayer.attachAsset('packet1', {
anchorX: 0.5,
anchorY: 0.5,
y: 75
});
self.visible = false;
};
self.enter = function () {
if (!self.entered) {
self.visible = true;
self.speedX = -4;
self.enterTime = Date.now();
self.entered = true;
}
};
self.useBonus = function () {
log("Drone useBonus...");
if (self.bonus && !self.bonus.isUsed) {
self.bonus.isUsed = true;
self.bonus.visible = false;
game.removeChild(self.bonus);
self.bonus.destroy();
}
};
});
/****************************************************************************************** */
/************************************** FINISH LINE CLASS ************************************ */
/****************************************************************************************** */
var FinishLine = Container.expand(function () {
var self = Container.call(this);
self.isCut = false;
self.rightRod = self.attachAsset('finishFlag', {
anchorX: 0.5,
anchorY: 0.0,
x: 580,
y: -1540
});
self.centralRodRight = self.attachAsset('finishLine', {
anchorX: 0.5,
anchorY: 1,
y: -200,
rotation: Math.PI * 0.125,
tint: 0x1188FF,
height: 600
});
self.centralRodLeft = self.attachAsset('finishLine', {
anchorX: 0.5,
anchorY: 0,
x: 455,
y: -1300,
rotation: Math.PI * 2.125,
tint: 0x1188FF,
height: 600
});
self.leftRod = self.attachAsset('finishFlag', {
anchorX: 0.1,
anchorY: 1.0,
y: 100
});
/*
self.flag = self.attachAsset('finishFlag', {
anchorX: 0.5,
anchorY: 0.0,
x: 580,
y: -1540
});
*/
self.speedX = globalSpeedPerLine[0];
self._update_migrated = function () {
self.speedX = globalSpeedPerLine[0];
self.x += self.speedX;
};
self.cut = function () {
var cutHeight = 30;
var cutInterval = LK.setInterval(function () {
if (self.centralRodRight.height > 0) {
var newHeight = Math.max(0, self.centralRodRight.height - cutHeight);
self.centralRodRight.height = newHeight;
self.centralRodLeft.height = newHeight;
} else {
LK.clearInterval(cutInterval);
}
}, 25);
finishLine.isCut = true;
};
});
/****************************************************************************************** */
/************************************** OBSTACLE CLASS ************************************ */
/****************************************************************************************** */
// Obstacle class
var Obstacle = Container.expand(function (line) {
var self = Container.call(this);
self.lineIndex = line;
self.leftRod = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 1.0,
tint: 0x999999
});
self.rightRod = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.0,
x: 95,
y: -445,
//-460
tint: 0x999999
});
self.centralRod = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 1,
y: -200,
width: 20,
rotation: Math.PI * 0.125,
tint: 0xFFFFFF //0xffff00 // Apply a yellow tint for glow effect
});
self.speedX = globalSpeedPerLine[0];
self._update_migrated = function () {
self.speedX = globalSpeedPerLine[0];
self.x += self.speedX;
};
});
/****************************************************************************************** */
/********************************** STARTING BLOCK CLASS ********************************** */
/****************************************************************************************** */
var StartingBlocks = Container.expand(function (athleteX, groundLevelY, line) {
var self = Container.call(this);
self.lines = self.attachAsset('startingBlocks', {
anchorX: 0.5,
anchorY: 0.0,
x: athleteX - 100 - 50,
// Position slightly behind the athlete
y: groundLevelY + 75,
height: 200,
rotation: Math.PI * 0.25
});
self.block1 = self.attachAsset('startingBlocks', {
anchorX: 0.5,
anchorY: 1.0,
x: athleteX - 100 - 90,
y: groundLevelY + 105,
width: 60,
height: 30,
rotation: Math.PI * 0.5
});
self.block2 = self.attachAsset('startingBlocks', {
anchorX: 0.5,
anchorY: 1.0,
x: athleteX - 100 - 170,
y: groundLevelY + 170,
width: 60,
height: 30,
rotation: Math.PI * 0.5
});
// Pointer
self.pointer = self.attachAsset('pointer', {
anchorX: 0.5,
anchorY: 0.5,
x: athleteX - 440,
y: groundLevelY + 145,
rotation: 0.03,
visible: line == 0 && currentRoundNumber == 1
});
/*
x: 150,
y: 2732 - 115,
*/
self.speedX = globalSpeedPerLine[0];
self._update_migrated = function () {
self.speedX = globalSpeedPerLine[0];
self.x += self.speedX;
};
});
/****************************************************************************************** */
/************************************** TRACK CLASS ************************************ */
/****************************************************************************************** */
var Track = Container.expand(function () {
var self = Container.call(this);
// Attach track asset
self.trackAsset = self.attachAsset('track', {
anchorX: 0.0,
anchorY: 0.0
});
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Light blue background to represent the sky
});
/****
* Game Code
****/
// Enumeration for game states
/****************************************************************************************** */
/************************************** GLOBAL VARIABLES ********************************** */
/****************************************************************************************** */
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 opponents = [];
var numberOfOpponents = 4; // Adjust based on the actual number of opponents in the game
var groundLevel = 2732 - 200; // Ground level set 200px from the bottom
var linesGroundLevels = []; // Ground level set 200px from the bottom
var numberOfLines = 1 + numberOfOpponents;
var numberOfObstacles = 20; // Total number of hurdles
var obstacles = [[]];
var obstacleSpawnTicker = 0;
var obstacleSpawnDistanceRate = 1.5; // Ratio of screen width between obstacles
var obstacleJustPassed = false;
var nbBonusJumps = 3;
var startingBlocks = [];
var blockers = [];
var startX = 600;
var lastRunTime = 0;
var aiJumpLeftLimit = -350;
var aiJumpRightLimit = 2048 + 512;
var finishLine;
var stadium;
var stadiumOdd;
var field;
var fieldOdd;
var farField;
var farFieldOdd;
var track;
var scoreTxt;
var drone;
var bonusManager;
var currentFinishPosition = 1;
var difficultyLevel = 1;
var difficultyLevelMax = 4;
var globalBaseSpeed = -20 - 3 * difficultyLevel * difficultyLevel;
var globalSpeedPerLine = []; // Global speed for tracks and obstacles default -10 / min = -4
var speedGauge = 0;
var raceFinishTime = 0;
var raceStartTime = 0;
var currentRoundNumber = 1;
var droneEnrtyObstacleNumber = 5;
var droneStaySeconds = 3;
var colorsArray = [0x1188FF,
// Blue
0xFF0000,
// Red
0x00FF00,
// Green
0xFFFF00,
// Yellow
0xFF00FF,
// Magenta
0x00FFFF,
// Cyan
0x800000,
// Maroon
0x808000,
// Olive
0x800080,
// Purple
0x008080 // Teal;
];
var currentRoundColors = [];
var isDebug = false;
var debugMarker;
// UI
var startText;
var startButton;
var runButton;
var jumpButton;
var runButtonHelpText;
var jumpButtonHelpText;
var billboard;
/****************************************************************************************** */
/************************************** POSTURES ****************************************** */
/****************************************************************************************** */
var idlePosture = {
name: "idlePosture",
trunk: {
x: 0,
y: 0,
r: 0
},
head: {
x: 0,
y: 0,
r: 0
},
rightArm: {
x: 20,
y: -80,
r: Math.PI * 2 * -0.025
},
leftArm: {
x: -20,
y: -80,
r: Math.PI * 2 * 0.025
},
rightLeg: {
x: 5,
y: 100,
h: 200,
r: Math.PI * 2 * -0.025
},
leftLeg: {
x: -5,
y: 100,
h: 200,
r: Math.PI * 2 * 0.025
}
};
var startingBlockPosture = {
name: "startingBlockPosture",
trunk: {
x: 0,
y: 0,
r: Math.PI * 0.35
},
head: {
x: 20,
y: 20,
r: Math.PI * -0.10
},
rightArm: {
x: 15,
y: -60,
r: Math.PI * 2 * -0.15
},
leftArm: {
x: -15,
y: -60,
r: Math.PI * 2 * -0.15
},
rightLeg: {
x: 10,
y: 80,
h: 150,
r: Math.PI * 2 * -0.15
},
leftLeg: {
x: -10,
y: 80,
h: 200,
r: Math.PI * 2 * -0.05
}
};
/****************************************************************************************** */
/*********************************** 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 (x, y, obj) {
switch (gameState) {
case GAME_STATE.MENU:
gameMenuDown(x, y, obj);
break;
case GAME_STATE.STARTING:
gameStartingDown(x, y, obj);
break;
case GAME_STATE.PLAYING:
gamePlayingDown(x, y, obj);
break;
case GAME_STATE.SCORE:
// Handle score display logic here
break;
}
});
function gameMenuDown(x, y, obj) {
log("gameMenuDown...");
cleanMenuState();
initStartingState();
}
function gameStartingDown(x, y, obj) {
cleanStartingState();
initPlayingState();
}
function gamePlayingDown(x, y, obj) {
log("gamePlayingDown ...");
if (!finishLine.isCut) {
if (athlete.isRunning && !athlete.isFalling) {
var speedGaugeDelta = 0;
if (x < game.width / 2) {
lastRunTime = Date.now();
// Make the athlete run
speedGaugeDelta = speedGauge ? 0.1 : 0.6;
speedGauge = Math.min(1.1, speedGauge + speedGaugeDelta);
globalSpeedPerLine[0] = globalBaseSpeed * speedGauge;
animateButtonPress(runButton);
} else {
speedGaugeDelta = speedGauge ? 0.05 : 0.1;
speedGauge = Math.min(1.1, speedGauge + speedGaugeDelta);
globalSpeedPerLine[0] = globalBaseSpeed * speedGauge;
// Make the athlete jump
athlete.jump();
animateButtonPress(jumpButton);
}
}
} else {
log("gamePlayingDown : raceFinishTime : " + raceFinishTime + " => " + (Date.now() - raceFinishTime));
if (Date.now() - raceFinishTime > 1000) {
// Next round
cleanPlayingState();
initMenuState();
}
}
}
/****************************************************************************************** */
/************************************* AI FUNCTIONS *************************************** */
/****************************************************************************************** */
/****************************************************************************************** */
/************************************* GAME STATES **************************************** */
/****************************************************************************************** */
// GAME INITIALIZE
function gameInitialize() {
log("Game initialize...");
// Add background asset
var background = LK.getAsset('background', {
anchorX: 0.0,
anchorY: 0.0,
y: -256,
visible: true
});
game.addChild(background);
var fieldBackground = LK.getAsset('fieldBackground', {
anchorX: 0.0,
anchorY: 0.0,
x: 0,
y: 898
});
game.addChild(fieldBackground);
field = LK.getAsset('field', {
anchorX: 0.0,
anchorY: 0.0,
x: -50,
y: 2732 - 1024 - 600
});
game.addChild(field);
fieldOdd = LK.getAsset('fieldOdd', {
anchorX: 0.0,
anchorY: 0.0,
x: 2048 + 50,
y: 2732 - 1024 - 600
});
game.addChild(fieldOdd);
farField = LK.getAsset('farField', {
anchorX: 0.0,
anchorY: 0.0,
x: -50,
y: 2732 - 1024 - 600 - 512
});
game.addChild(farField);
farFieldOdd = LK.getAsset('farFieldOdd', {
anchorX: 0.0,
anchorY: 0.0,
x: 2048 + 50,
y: 2732 - 1024 - 600 - 512
});
game.addChild(farFieldOdd);
stadium = LK.getAsset('stadium', {
anchorX: 0.0,
anchorY: 0.0,
x: -50,
y: 150
});
game.addChild(stadium);
stadiumOdd = LK.getAsset('stadiumOdd', {
anchorX: 0.0,
anchorY: 0.0,
x: 2048 + 50,
y: 150
});
game.addChild(stadiumOdd);
// Initialize track using Track class
track = game.addChild(new Track());
track.x = -50;
track.y = 2732 - 1024;
// Track lines
for (var i = 0; i < 6; i++) {
var trackLine = LK.getAsset('trackLine', {
anchorX: 0.0,
anchorY: 0.0,
x: 0,
y: groundLevel + 400 - 215 * i
});
game.addChild(trackLine);
}
billboard = new Billboard();
bonusManager = game.addChild(new BonusManager());
gameState = GAME_STATE.MENU;
initMenuState();
if (isDebug) {
// Debug Marker
debugMarker = LK.getAsset('debugMarker', {
anchorX: 0.5,
anchorY: 0.5
});
game.addChild(debugMarker);
debugMarker.x = 0;
debugMarker.y = groundLevel;
}
}
// GAME MENU
function initMenuState() {
log("initMenuState...");
// Add Button in the center of the screen
startButton = LK.getAsset('button', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(startButton);
// Add Start Text in the center of the screen
startText = new Text2('START', {
size: 200,
fill: "#ffffff" // White color for better visibility
});
startText.anchor.set(0.5, 0.5); // Center the text horizontally and vertically
startText.x = 2048 / 2; // Center horizontally
startText.y = 2732 / 2; // Center vertically
game.addChild(startText);
// Reset fields and stadium
field.x = -50;
fieldOdd.x = 2048 + 50;
farField.x = -50;
farFieldOdd.x = 2048 + 50;
stadium.x = -50;
stadiumOdd.x = 2048 + 50;
setRoundColors();
gameState = GAME_STATE.MENU;
}
function menuHandling() {
if (drone) {
drone._update_migrated();
}
}
function cleanMenuState() {
game.removeChild(startText);
startText.destroy();
game.removeChild(startButton);
startButton.destroy();
}
// STARTING
function initStartingState() {
log("initStartingState...");
// Initialize ground levels & speeds
for (var line = 0; line < numberOfLines; line++) {
linesGroundLevels[line] = groundLevel - 200 - 220 * line;
globalSpeedPerLine[line] = globalBaseSpeed * (line ? 1.0 : speedGauge);
}
// Spawn obstacles
spawnObstacles();
// Add starting blocks to each athlete's starting position
for (var i = 0; i <= numberOfOpponents; i++) {
startingBlocks[i] = new StartingBlocks(startX + 20 + 100 * i, linesGroundLevels[i] + 145, i);
game.addChild(startingBlocks[i]);
}
// Initialize opponents
for (var i = numberOfOpponents - 1; i >= 0; i--) {
opponents[i] = game.addChild(new Athlete(i + 1));
opponents[i].restore();
opponents[i].isRunning = false;
opponents[i].setPosture(startingBlockPosture);
opponents[i].y += 150;
}
// Initialize athlete
athlete = game.addChild(new Athlete(0));
athlete.restore();
athlete.isRunning = false;
athlete.setPosture(startingBlockPosture);
athlete.y += 150;
runButton = LK.getAsset('runButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 4,
y: 2732 / 3,
alpha: 0.7,
tint: 0xcccccc,
visible: false
});
game.addChild(runButton);
// Add second semi-transparent runButton in the upper half of the screen
jumpButton = LK.getAsset('runButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 * 3 / 4,
y: 2732 / 3,
alpha: 0.7,
tint: 0xcccccc,
rotation: -1 * Math.PI / 2,
visible: false
});
game.addChild(jumpButton);
// Buttons help texts
runButtonHelpText = new Text2('Run', {
size: 100,
fill: "#333333"
});
runButtonHelpText.anchor.set(0.5, 0.5);
runButtonHelpText.x = -365;
runButtonHelpText.y = -80;
LK.gui.center.addChild(runButtonHelpText);
jumpButtonHelpText = new Text2('Jump', {
size: 100,
fill: "#333333"
});
jumpButtonHelpText.anchor.set(0.5, 0.5);
jumpButtonHelpText.x = 365;
jumpButtonHelpText.y = -80;
LK.gui.center.addChild(jumpButtonHelpText);
showRunButtons();
gameState = GAME_STATE.STARTING;
}
function cleanStartingState() {
for (var i = numberOfOpponents - 1; i >= 0; i--) {
opponents[i].setPosture(idlePosture);
opponents[i].isRunning = true;
}
athlete.setPosture(idlePosture);
athlete.isRunning = true;
runButtonHelpText.visible = false;
jumpButtonHelpText.visible = false;
}
function gameStarting() {
log("gameStarting...");
for (var i = 0; i <= numberOfOpponents; i++) {
var athletes = [athlete].concat(opponents);
athletes[i]._update_migrated();
}
if (drone) {
drone._update_migrated();
}
}
// PLAYING
function initPlayingState() {
scoreTxt = new Text2("0/" + numberOfObstacles.toString(), {
size: 80,
fill: "#FFFFFF"
});
scoreTxt.anchor.set(0.25, 0.125); // Center the score text horizontally
LK.gui.top.addChild(scoreTxt); // Add the score text to the GUI overlay at the top center
currentFinishPosition = 1;
// Remove starting blocks offset
for (var i = numberOfOpponents - 1; i >= 0; i--) {
opponents[i].y -= 150;
}
athlete.y -= 150;
speedGauge = 0.6;
globalSpeedPerLine[0] = globalBaseSpeed * speedGauge;
drone = new DeliveryDrone(); // false for odd drone graphic
drone.prepare();
bonusManager.endBonus();
game.addChild(drone);
raceStartTime = Date.now();
gameState = GAME_STATE.PLAYING;
}
function gamePlaying() {
//log("Game playing...");
// Update fields
updateFields();
// Update obstacles
updateObstacles();
// Update Progress
updateProgress();
// Update opponents
for (var i = numberOfOpponents - 1; i >= 0; i--) {
opponents[i]._update_migrated();
game.addChild(opponents[i]);
}
// Update athlete
athlete._update_migrated();
game.addChild(athlete);
// Check for collisions
checkForCollisions();
// Update drone
drone._update_migrated();
bonusManager._update_migrated();
}
function cleanPlayingState() {
// Increment round number
currentRoundNumber++;
// Increase difficulty if the athlete has won the race
if (athlete.finishPosition == 1) {
difficultyLevel++;
if (difficultyLevel > difficultyLevelMax) {
// TODO SWITCH TO SCORE STATE
LK.showGameOver();
}
globalBaseSpeed = -20 - 3 * difficultyLevel * difficultyLevel;
}
// Remove Opponents & Athlete
for (var i = numberOfOpponents - 1; i >= 0; i--) {
game.removeChild(opponents[i]);
opponents[i].destroy();
}
game.removeChild(athlete);
athlete.destroy();
// Remove Obstacles
for (var i = 0; i < numberOfLines; i++) {
for (var j = 0; j < obstacles[i].length; j++) {
if (obstacles[i][j]) {
game.removeChild(obstacles[i][j]);
obstacles[i][j].destroy();
}
}
}
// Remove Finish Line
game.removeChild(finishLine);
finishLine.destroy();
// Remove Score Text
LK.gui.top.removeChild(scoreTxt);
scoreTxt.destroy();
}
/****************************************************************************************** */
/************************************** GAME FUNCTIONS ************************************ */
/****************************************************************************************** */
function updateFields() {
if (!(athlete.isFalling && athlete.isOnGround)) {
field.x += globalSpeedPerLine[0];
var offset = 20;
//log("Field Decalage :" + globalSpeedPerLine[0]);
// Reset position to create a continuous effect
if (field.x <= -2048 - offset) {
field.x = 2048 + offset;
}
fieldOdd.x += globalSpeedPerLine[0];
// Reset position to create a continuous effect
if (fieldOdd.x <= -2048 - offset) {
fieldOdd.x = 2048 + offset;
}
// Far field
farField.x += globalSpeedPerLine[0] * 0.8;
// Reset position to create a continuous effect
if (farField.x <= -2048 - offset) {
farField.x = 2048 + offset;
}
farFieldOdd.x += globalSpeedPerLine[0] * 0.8;
// Reset position to create a continuous effect
if (farFieldOdd.x <= -2048 - offset) {
farFieldOdd.x = 2048 + offset;
}
stadium.x += globalSpeedPerLine[0] * 0.4;
// Reset position to create a continuous effect
if (stadium.x <= -2048 - offset) {
stadium.x = 2048 + offset;
}
stadiumOdd.x += globalSpeedPerLine[0] * 0.4;
// Reset position to create a continuous effect
if (stadiumOdd.x <= -2048 - offset) {
stadiumOdd.x = 2048 + offset;
}
}
}
function spawnObstacles() {
// Set obstacles for line 0
obstacles[0] = [];
for (var i = 0; i < numberOfObstacles; i++) {
// 3 obstacles per line
var newObstacle = new Obstacle(0);
newObstacle.x = 2048 * obstacleSpawnDistanceRate * (i + 1); // Start from the right edge
//log("Obstacle "+ 0+","+i+" +> x="+ newObstacle.x);
newObstacle.y = groundLevel + 200;
obstacles[0].push(newObstacle);
game.addChild(newObstacle);
}
// Set obstacles for other lines
for (var line = 1; line < numberOfLines; line++) {
obstacles[line] = [];
for (var i = 0; i < numberOfObstacles; i++) {
// 3 obstacles per line
var newObstacle = new Obstacle(line);
newObstacle.x = obstacles[0][i].x + 100 * line; // Start from the right edge
//log("Obstacle "+ line+","+i+" +> x="+ newObstacle.x);
newObstacle.y = groundLevel + 200 - 212 * line; //- 220 * line;
obstacles[line].push(newObstacle);
game.addChild(newObstacle);
}
}
finishLine = new FinishLine();
finishLine.x = 2048 * obstacleSpawnDistanceRate * (numberOfObstacles + 1) + 1024; // Start from the right edge
finishLine.y = groundLevel + 200;
game.addChild(finishLine);
}
function updateObstacles() {
// Update obstacles
for (var line = 0; line < numberOfLines; line++) {
obstacles[line] = obstacles[line] || [];
for (var i = obstacles[line].length - 1; i >= 0; i--) {
obstacles[line][i]._update_migrated();
// Remove obstacle if it moves off-screen and increase global speed
if (obstacles[line][i].x < -100) {
// Assuming obstacle width is less than 100px
obstacles[line][i].destroy();
obstacles[line].splice(i, 1);
if (line == 0) {
obstacleJustPassed = true;
}
}
}
}
finishLine._update_migrated();
for (var i = 0; i <= numberOfOpponents; i++) {
startingBlocks[i]._update_migrated();
if (startingBlocks[i].x < -1024) {
game.removeChild(startingBlocks[i]);
startingBlocks[i].destroy();
}
}
for (var line = 0; line < numberOfLines; line++) {
if (blockers[line]) {
blockers[line]._update_migrated();
}
}
}
function updateProgress() {
if (obstacleJustPassed && !finishLine.isCut) {
// Update Progress
obstacleJustPassed = false;
LK.setScore(LK.getScore() + 1); // Add 1 to score for each hurdle passed only if not falling
scoreTxt.setText(numberOfObstacles - obstacles[0].length + "/" + numberOfObstacles); // Update score text with prefix
}
for (var line = 0; line < numberOfLines; line++) {
if (line == 0 && !athlete.finishPosition && athlete.x > finishLine.x) {
athlete.finishPosition = getFinishPosition();
log("Finish athlete => #" + athlete.finishPosition);
}
if (line > 0 && opponents[line - 1].x > finishLine.x) {
if (!opponents[line - 1].finishPosition) {
opponents[line - 1].finishPosition = getFinishPosition();
log("Finish opponent " + line + "=> #" + opponents[line - 1].finishPosition);
opponents[line - 1].finishStandingOffset = 512 * Math.random();
}
// Don't go to far after finish
var finishStandingPosition = finishLine.x + 2048 - 200 - (opponents[line - 1].finishStandingOffset || 0);
opponents[line - 1].x = Math.min(finishStandingPosition, opponents[line - 1].x);
if (opponents[line - 1].x >= finishStandingPosition) {
// Stop running when reach final position
opponents[line - 1].isRunning = false;
}
}
}
if (finishLine.isCut) {
for (var line = 0; line < numberOfLines; line++) {
if (line > 0 && opponents[line - 1].x < finishLine.x + 512) {
continue;
}
// Handle stoping slowly when AI is late
if (globalSpeedPerLine[line] < -1) {
globalSpeedPerLine[line] += 0.5 + 0.5 * Math.random(); // Decrement speed gradually
} else if (globalSpeedPerLine[line] > 1) {
globalSpeedPerLine[line] -= 0.5 + 0.5 * Math.random(); // Increment speed gradually if somehow above 0
} else {
globalSpeedPerLine[line] = 0; // Set to 0 if very close to it
if (line == 0 && athlete.isRunning) {
athlete.isRunning = false;
athlete.stop();
}
if (line > 0 && opponents[line - 1].isRunning) {
log("Opop #" + line + " stopping at " + opponents[line - 1].x);
opponents[line - 1].isRunning = false;
opponents[line - 1].stop();
}
}
}
} else if (finishLine.x - athlete.x > 2048) {
// Handle stoping when AI has big advance
for (var line = 1; line < numberOfLines; line++) {
if (line == 1) {
//log("Check finish for #3 at x=" + opponents[line - 1].x + " vs " + (finishLine.x + 512));
}
if (opponents[line - 1].x > finishLine.x + 512 && opponents[line - 1].isRunning) {
if (line == 1) {
log("OK #3 Passed the line !");
}
// stop opponents at finish
log("Stoping #" + line + " at " + opponents[line - 1].x + " > " + finishLine.x);
opponents[line - 1].isRunning = false;
opponents[line - 1].stop();
globalSpeedPerLine[line] = 0;
}
}
}
if (drone && !drone.entered && difficultyLevel > 1 && numberOfObstacles - obstacles[0].length > droneEnrtyObstacleNumber) {
drone.enter();
}
}
function checkForCollisions() {
if (finishLine.isCut) {
return;
}
for (var line = 0; line < numberOfLines; line++) {
obstacles[line] = obstacles[line] || [];
if (obstacles[line].length) {
var obstacle = obstacles[line][0]; // Check only the first obstacle in the line
if (line === 0) {
if (athlete.intersects(obstacle.centralRod)) {
athlete.isFalling = true;
athlete.isOnGround = false;
}
} else {
if (opponents[line - 1].x > aiJumpLeftLimit && opponents[line - 1].x < aiJumpRightLimit && opponents[line - 1].intersects(obstacle.centralRod)) {
log("Line " + line + " : opponent " + opponents[line - 1].lineIndex + " collided with obstacle " + obstacle.lineIndex);
opponents[line - 1].isFalling = true;
opponents[line - 1].isOnGround = false;
}
if (blockers[line] && opponents[line - 1].isRunning && opponents[line - 1].head.intersects(blockers[line])) {
var blocker = blockers[line];
log("Line " + line + " : opponent " + opponents[line - 1].lineIndex + " collided with Blocker ", blocker);
LK.effects.flashScreen(0xff0000, 500); // Flash screen red for half a second
opponents[line - 1].isRunning = false;
opponents[line - 1].isBlocked = true;
(function (line) {
LK.setTimeout(function () {
log("Line " + line + " : opponent " + opponents[line - 1].lineIndex + " Restore after block");
game.removeChild(blockers[line]);
blockers[line].destroy();
blockers.splice(line, 1);
opponents[line - 1].isRunning = true;
opponents[line - 1].isBlocked = false;
opponents[line - 1].restore();
}, 2000); // Delay game over to allow fall animation to be seen
})(line);
}
}
}
}
handleFallEvent();
if (!obstacles[0].length && !finishLine.isCut) {
var isReached = athlete.x > finishLine.x;
if (isReached) {
raceFinishTime = Date.now();
var raceTime = (raceFinishTime - raceStartTime) / 1000;
scoreTxt.setText(raceTime.toFixed(2) + " sec");
finishLine.isCut = true;
finishLine.cut();
bonusManager.endBonus();
hideRunButtons();
}
}
// Take Bonus
if (drone && drone.bonus && !drone.bonus.isUsed && athlete.trunk.intersects(drone.bonus)) {
log("bonusManager useBonus...");
bonusManager.useBonus();
}
}
function handleFallEvent() {
if (athlete.isFalling && !athlete.hasFlashed) {
LK.effects.flashScreen(0xaaaaaa, 500); // Flash screen red for half a second
athlete.hasFlashed = true;
globalSpeedPerLine[0] /= 1.5;
globalSlowDownAfterJump = true;
}
if (athlete.hasFlashed && !athlete.hasFlashedGround && athlete.isFalling && athlete.isOnGround) {
LK.effects.flashScreen(0xff0000, 500); // Flash screen red for half a second
athlete.hasFlashedGround = true;
globalSpeedPerLine[0] = 0;
LK.setTimeout(function () {
globalSpeedPerLine[0] = globalBaseSpeed * speedGauge;
globalSlowDownAfterJump = false;
athlete.restore();
}, 1000); // Delay game over to allow fall animation to be seen
}
opponents.forEach(function (opponent, index) {
if (opponent.isFalling && !opponent.hasFlashed && !opponent.isOnGround) {
opponent.hasFlashed = true;
LK.setTimeout(function () {
globalSpeedPerLine[opponent.lineIndex] = globalBaseSpeed;
opponent.restore();
}, 2000);
}
});
}
function getFinishPosition() {
return currentFinishPosition++;
}
function setRoundColors() {
currentRoundColors = [0x1188FF]; // Fixed color for the player
var usedColors = [0x1188FF]; // Initialize with player's color to avoid repetition
for (var i = 1; i <= numberOfOpponents; i++) {
var color;
do {
color = colorsArray[Math.floor(Math.random() * colorsArray.length)];
} while (usedColors.includes(color)); // Ensure unique color selection
currentRoundColors.push(color);
usedColors.push(color);
}
}
function showRunButtons() {
runButton.visible = true;
jumpButton.visible = true;
if (currentRoundNumber == 1) {
// show help texts only 1st time
runButtonHelpText.visible = true;
jumpButtonHelpText.visible = true;
} else {
runButtonHelpText.visible = false;
jumpButtonHelpText.visible = false;
}
}
function hideRunButtons() {
runButton.visible = false;
jumpButton.visible = false;
runButtonHelpText.visible = false;
jumpButtonHelpText.visible = false;
}
function animateButtonPress(button) {
// Animate runButton to simulate a button press
button.width = 512 * 0.95;
button.height = 512 * 0.95;
button.alpha = 0.8;
LK.setTimeout(function () {
button.width = 512;
button.height = 512;
button.alpha = 0.6;
}, 100);
}
/****************************************************************************************** */
/************************************** MAIN GAME LOOP ************************************ */
/****************************************************************************************** */
LK.on('tick', function () {
switch (gameState) {
case GAME_STATE.MENU:
menuHandling();
break;
case GAME_STATE.STARTING:
gameStarting();
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
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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
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gold athletics medal with ribbon. retro gaming style
a black oval with a crying smiley face.