Code edit (1 edits merged)
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Change the values in throwingPosition to set the arms and hands in position of throwing a basketball (ie: In the position of a basketball player throwing a ball, the arms are typically extended forward, with one arm raised above the head and the other arm extended outward in front of the body. The hand of the raised arm is positioned above the head, ready to release the ball, while the hand of the extended arm holds or guides the ball in preparation for the throw.) VALUES MUST BE DIFFERENT FROM IDLE POSITION!
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Change the values in throwingPosition to set the arms and hands in position of throwing a basketball (ie: In the position of a basketball player throwing a ball, the arms are typically extended forward, with one arm raised above the head and the other arm extended outward in front of the body. The hand of the raised arm is positioned above the head, ready to release the ball, while the hand of the extended arm holds or guides the ball in preparation for the throw.)
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adapt throwingPosition to set the arms and hands in position of throwing a basketball
Code edit (1 edits merged)
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Please fix the bug: 'Timeout.tick error: throwingPosition is not defined' in or related to this line: 'player.changePosition(throwingPosition);' Line Number: 288
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every 3 sec call changePosition to alternate between idle and throwing
Code edit (14 edits merged)
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add a function changePostion to the player that take the new position as an argument
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create a new constant for the throwing position
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Store the current position of the body parts as a constant named idlePosition
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
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amrs are too high relatively to the trunk
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the arms should attach at the top of fthe trunk
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make the trunk bigger
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Organize the body parts to look like an human
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Replace the array with named parts as follows: head right arm right hand left arm left hand trunk Right leg right foot left leg left foot
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Rebuild the player with 10 parts as follows: head right arm right hand left arm left hand trunk Right leg right foot left leg left foot
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Build a 8 parts player using bodyPart asset
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Retro Basket
/**** * Classes ****/ // Assets will be automatically created based on usage in the code. // Ball class for the basketball var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('basketball', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = 0; self.gravity = 0.5; self.isShot = false; self.shoot = function (power, angle) { self.speedY = -power; self.isShot = true; }; self.update = function () { if (self.isShot) { self.y += self.speedY; self.speedY += self.gravity; } }; self.reset = function () { self.x = 1024; // Center X self.y = 2500; // Starting Y self.isShot = false; self.speedY = 0; }; }); // Hoop class for the basketball hoop var Hoop = Container.expand(function () { var self = Container.call(this); var hoopGraphics = self.attachAsset('hoop', { anchorX: 0.5, anchorY: 0.5 }); self.setPosition = function () { self.x = 1024; // Center X self.y = 500; // Hoop Y position }; }); // Player class for the player var Player = Container.expand(function () { var self = Container.call(this); self.head = self.attachAsset('bodyPart', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 1 }); self.rightArm = self.attachAsset('bodyPart', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 1.5 }); self.rightHand = self.attachAsset('bodyPart', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.75, scaleY: 0.5 }); self.leftArm = self.attachAsset('bodyPart', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 1.5 }); self.leftHand = self.attachAsset('bodyPart', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.75, scaleY: 0.5 }); self.trunk = self.attachAsset('bodyPart', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 2.0 }); self.rightLeg = self.attachAsset('bodyPart', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 2 }); self.rightFoot = self.attachAsset('bodyPart', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.75, scaleY: 0.5 }); self.leftLeg = self.attachAsset('bodyPart', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 2 }); self.leftFoot = self.attachAsset('bodyPart', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.75, scaleY: 0.5 }); var idlePosition = { x: 1024, // Center X y: 2000, // Player Y position head: { x: 0, y: -160 }, rightArm: { x: 110, y: -20 }, rightHand: { x: 125, y: 30 }, leftArm: { x: -110, y: -20 }, leftHand: { x: -120, y: 30 }, trunk: { x: 0, y: 0 }, rightLeg: { x: 37.5, y: 150 }, rightFoot: { x: 50, y: 250 }, leftLeg: { x: -37.5, y: 150 }, leftFoot: { x: -50, y: 250 } }; var throwingPosition = { x: 1024, // Center X y: 2000, // Player Y position head: { x: 0, y: -160 }, rightArm: { x: 110, y: -20 }, rightHand: { x: 125, y: 30 }, leftArm: { x: -110, y: -20 }, leftHand: { x: -120, y: 30 }, trunk: { x: 0, y: 0 }, rightLeg: { x: 37.5, y: 150 }, rightFoot: { x: 50, y: 250 }, leftLeg: { x: -37.5, y: 150 }, leftFoot: { x: -50, y: 250 } }; var throwingPosition = { x: 1024, // Center X y: 2000, // Player Y position head: { x: 0, y: -160 }, rightArm: { x: 110, y: -20 }, rightHand: { x: 125, y: 30 }, leftArm: { x: -110, y: -20 }, leftHand: { x: -120, y: 30 }, trunk: { x: 0, y: 0 }, rightLeg: { x: 37.5, y: 150 }, rightFoot: { x: 50, y: 250 }, leftLeg: { x: -37.5, y: 150 }, leftFoot: { x: -50, y: 250 } }; self.setPosition = function () { self.x = idlePosition.x; self.y = idlePosition.y; self.head.x = idlePosition.head.x; self.head.y = idlePosition.head.y; self.rightArm.x = idlePosition.rightArm.x; self.rightArm.y = idlePosition.rightArm.y; self.rightHand.x = idlePosition.rightHand.x; self.rightHand.y = idlePosition.rightHand.y; self.leftArm.x = idlePosition.leftArm.x; self.leftArm.y = idlePosition.leftArm.y; self.leftHand.x = idlePosition.leftHand.x; self.leftHand.y = idlePosition.leftHand.y; self.trunk.x = idlePosition.trunk.x; self.trunk.y = idlePosition.trunk.y; self.rightLeg.x = idlePosition.rightLeg.x; self.rightLeg.y = idlePosition.rightLeg.y; self.rightFoot.x = idlePosition.rightFoot.x; self.rightFoot.y = idlePosition.rightFoot.y; self.leftLeg.x = idlePosition.leftLeg.x; self.leftLeg.y = idlePosition.leftLeg.y; self.leftFoot.x = idlePosition.leftFoot.x; self.leftFoot.y = idlePosition.leftFoot.y; }; self.changePosition = function (newPosition) { self.x = newPosition.x; self.y = newPosition.y; self.head.x = newPosition.head.x; self.head.y = newPosition.head.y; self.rightArm.x = newPosition.rightArm.x; self.rightArm.y = newPosition.rightArm.y; self.rightHand.x = newPosition.rightHand.x; self.rightHand.y = newPosition.rightHand.y; self.leftArm.x = newPosition.leftArm.x; self.leftArm.y = newPosition.leftArm.y; self.leftHand.x = newPosition.leftHand.x; self.leftHand.y = newPosition.leftHand.y; self.trunk.x = newPosition.trunk.x; self.trunk.y = newPosition.trunk.y; self.rightLeg.x = newPosition.rightLeg.x; self.rightLeg.y = newPosition.rightLeg.y; self.rightFoot.x = newPosition.rightFoot.x; self.rightFoot.y = newPosition.rightFoot.y; self.leftLeg.x = newPosition.leftLeg.x; self.leftLeg.y = newPosition.leftLeg.y; self.leftFoot.x = newPosition.leftFoot.x; self.leftFoot.y = newPosition.leftFoot.y; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ var player = game.addChild(new Player()); player.setPosition(); var ball = game.addChild(new Ball()); ball.reset(); var hoop = game.addChild(new Hoop()); hoop.setPosition(); var score = 0; var scoreTxt = new Text2(score.toString(), { size: 150, fill: "#ffffff" }); LK.gui.top.addChild(scoreTxt); game.on('down', function (obj) { var pos = obj.event.getLocalPosition(game); // Simple shoot mechanism based on touch position var power = Math.min(20, (2732 - pos.y) / 100); var angle = 0; // Simplified for this example ball.shoot(power, angle); }); var idle = true; var changePositionTimer = LK.setInterval(function () { if (idle) { player.changePosition(throwingPosition); idle = false; } else { player.changePosition(idlePosition); idle = true; } }, 3000); LK.on('tick', function () { ball.update(); // Check if ball intersects with hoop and is moving downwards if (ball.intersects(hoop) && ball.speedY > 0) { score += 1; scoreTxt.setText(score.toString()); ball.reset(); } // Reset ball if it goes off-screen if (ball.y > 2732) { ball.reset(); } });
===================================================================
--- original.js
+++ change.js
@@ -195,8 +195,54 @@
x: -50,
y: 250
}
};
+ var throwingPosition = {
+ x: 1024,
+ // Center X
+ y: 2000,
+ // Player Y position
+ head: {
+ x: 0,
+ y: -160
+ },
+ rightArm: {
+ x: 110,
+ y: -20
+ },
+ rightHand: {
+ x: 125,
+ y: 30
+ },
+ leftArm: {
+ x: -110,
+ y: -20
+ },
+ leftHand: {
+ x: -120,
+ y: 30
+ },
+ trunk: {
+ x: 0,
+ y: 0
+ },
+ rightLeg: {
+ x: 37.5,
+ y: 150
+ },
+ rightFoot: {
+ x: 50,
+ y: 250
+ },
+ leftLeg: {
+ x: -37.5,
+ y: 150
+ },
+ leftFoot: {
+ x: -50,
+ y: 250
+ }
+ };
self.setPosition = function () {
self.x = idlePosition.x;
self.y = idlePosition.y;
self.head.x = idlePosition.head.x;