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in runningUp2, legs and foots are interverted. they should not, just change the other leg vertical position
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in runningUp1 and runningUp2, arms and hands should not be raised. No one run with hands up!
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restore idlePosture when reaching target positin
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currently movement is fast when target is far and slow when close to the target => make movement more linear
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goToPoint, alternate beween runningUp1 and runningUp2 postures while targetPoint is not reached
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in updatePosition, clear targetPosition when player is close enough
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use runningUp1 and runningUp2 postures while running
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set x,y of player at center of the screen initially
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add a new updatePosition function in Player class to move the player to the current targetPoint
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'updatePosture')' in or related to this line: 'self.updatePosture = function () {' Line Number: 232
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move updatePosture inside Player class
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Fix so that clicking does not change the targetPosition (ie: player animation state) but it set the player destination (new property)
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'this.head.x += (this.targetPosition.head.x - this.head.x) * speed;' Line Number: 231
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Now when user click somewhere on the screen, make the player run to that point
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That's good. Now create 2 new positions named runningUp1 and runningUp2 that will represent the player running to the top of the screen
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in fact that's not the right way to do an animation: Set position should store the new position in a targetPosition property, then in a new updatePosition function called every tick the positions should be updated
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/**** * 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 }); 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) { var speed = 0.5; // Speed of transition self.x += (newPosition.x - self.x) * speed; self.y += (newPosition.y - self.y) * speed; self.head.x += (newPosition.head.x - self.head.x) * speed; self.head.y += (newPosition.head.y - self.head.y) * speed; self.rightArm.x += (newPosition.rightArm.x - self.rightArm.x) * speed; self.rightArm.y += (newPosition.rightArm.y - self.rightArm.y) * speed; self.rightHand.x += (newPosition.rightHand.x - self.rightHand.x) * speed; self.rightHand.y += (newPosition.rightHand.y - self.rightHand.y) * speed; self.leftArm.x += (newPosition.leftArm.x - self.leftArm.x) * speed; self.leftArm.y += (newPosition.leftArm.y - self.leftArm.y) * speed; self.leftHand.x += (newPosition.leftHand.x - self.leftHand.x) * speed; self.leftHand.y += (newPosition.leftHand.y - self.leftHand.y) * speed; self.trunk.x += (newPosition.trunk.x - self.trunk.x) * speed; self.trunk.y += (newPosition.trunk.y - self.trunk.y) * speed; self.rightLeg.x += (newPosition.rightLeg.x - self.rightLeg.x) * speed; self.rightLeg.y += (newPosition.rightLeg.y - self.rightLeg.y) * speed; self.rightFoot.x += (newPosition.rightFoot.x - self.rightFoot.x) * speed; self.rightFoot.y += (newPosition.rightFoot.y - self.rightFoot.y) * speed; self.leftLeg.x += (newPosition.leftLeg.x - self.leftLeg.x) * speed; self.leftLeg.y += (newPosition.leftLeg.y - self.leftLeg.y) * speed; self.leftFoot.x += (newPosition.leftFoot.x - self.leftFoot.x) * speed; self.leftFoot.y += (newPosition.leftFoot.y - self.leftFoot.y) * speed; }; }); /**** * Initialize Game ****/ // Player positions var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Player positions 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: 100, y: -120 }, rightHand: { x: 100, // Set the right hand at the top of the right arm y: -220 // Set the right hand at the top of the right arm }, leftArm: { x: -100, y: -120 }, leftHand: { x: -100, // Set the left hand at the top of the left arm y: -220 // Set the left hand at the top of the left arm }, 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 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; } }, 1000); 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(); } });
/****
* 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
});
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) {
var speed = 0.5; // Speed of transition
self.x += (newPosition.x - self.x) * speed;
self.y += (newPosition.y - self.y) * speed;
self.head.x += (newPosition.head.x - self.head.x) * speed;
self.head.y += (newPosition.head.y - self.head.y) * speed;
self.rightArm.x += (newPosition.rightArm.x - self.rightArm.x) * speed;
self.rightArm.y += (newPosition.rightArm.y - self.rightArm.y) * speed;
self.rightHand.x += (newPosition.rightHand.x - self.rightHand.x) * speed;
self.rightHand.y += (newPosition.rightHand.y - self.rightHand.y) * speed;
self.leftArm.x += (newPosition.leftArm.x - self.leftArm.x) * speed;
self.leftArm.y += (newPosition.leftArm.y - self.leftArm.y) * speed;
self.leftHand.x += (newPosition.leftHand.x - self.leftHand.x) * speed;
self.leftHand.y += (newPosition.leftHand.y - self.leftHand.y) * speed;
self.trunk.x += (newPosition.trunk.x - self.trunk.x) * speed;
self.trunk.y += (newPosition.trunk.y - self.trunk.y) * speed;
self.rightLeg.x += (newPosition.rightLeg.x - self.rightLeg.x) * speed;
self.rightLeg.y += (newPosition.rightLeg.y - self.rightLeg.y) * speed;
self.rightFoot.x += (newPosition.rightFoot.x - self.rightFoot.x) * speed;
self.rightFoot.y += (newPosition.rightFoot.y - self.rightFoot.y) * speed;
self.leftLeg.x += (newPosition.leftLeg.x - self.leftLeg.x) * speed;
self.leftLeg.y += (newPosition.leftLeg.y - self.leftLeg.y) * speed;
self.leftFoot.x += (newPosition.leftFoot.x - self.leftFoot.x) * speed;
self.leftFoot.y += (newPosition.leftFoot.y - self.leftFoot.y) * speed;
};
});
/****
* Initialize Game
****/
// Player positions
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue background
});
/****
* Game Code
****/
// Player positions
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: 100,
y: -120
},
rightHand: {
x: 100,
// Set the right hand at the top of the right arm
y: -220 // Set the right hand at the top of the right arm
},
leftArm: {
x: -100,
y: -120
},
leftHand: {
x: -100,
// Set the left hand at the top of the left arm
y: -220 // Set the left hand at the top of the left arm
},
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 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;
}
}, 1000);
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();
}
});