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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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now in player.changePosition() make the change progressive and fuild instead of directly setting the new position
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No you just put them in the middle of the arms, put them at the top
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in throwingPosition, hands should be at the top of the arms
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in throwingPosition, arms are too far from the trunk and are not high enough
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in throwingPosition, arms are too far from the trunk and are not high enough
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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
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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
/**** * 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 (newPosition) { var speed = 1; // Speed of transition self.targetPosition = newPosition; }; }); /**** * Initialize Game ****/ // Player positions var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ var runningUp2 = { x: 1024, // Center X y: 2000, // Player Y position head: { x: 0, y: -160 }, rightArm: { x: 80, y: -130 }, rightHand: { x: 80, y: -230 // Hand at the top of the arm }, leftArm: { x: -90, y: -100 }, leftHand: { x: -90, y: -200 // Hand at the top of the arm }, trunk: { x: 0, y: 0 }, rightLeg: { x: -50, y: 150 }, rightFoot: { x: -60, y: 250 }, leftLeg: { x: 50, y: 100 }, leftFoot: { x: 60, y: 200 } }; var runningUp1 = { x: 1024, // Center X y: 2000, // Player Y position head: { x: 0, y: -160 }, rightArm: { x: 90, y: -100 }, rightHand: { x: 90, y: -200 // Hand at the top of the arm }, leftArm: { x: -80, y: -130 }, leftHand: { x: -80, y: -230 // Hand at the top of the arm }, trunk: { x: 0, y: 0 }, rightLeg: { x: 50, y: 100 }, rightFoot: { x: 60, y: 200 }, leftLeg: { x: -50, y: 150 }, leftFoot: { x: -60, y: 250 } }; // Player positions Player.prototype.updatePosition = function () { var speed = 0.1; // Speed of transition if (!this.targetPosition) { return; } this.x += (this.targetPosition.x - this.x) * speed; this.y += (this.targetPosition.y - this.y) * speed; if (this.targetPosition && this.targetPosition.head) { this.head.x += (this.targetPosition.head.x - this.head.x) * speed; } this.head.y += (this.targetPosition.head.y - this.head.y) * speed; this.rightArm.x += (this.targetPosition.rightArm.x - this.rightArm.x) * speed; this.rightArm.y += (this.targetPosition.rightArm.y - this.rightArm.y) * speed; this.rightHand.x += (this.targetPosition.rightHand.x - this.rightHand.x) * speed; this.rightHand.y += (this.targetPosition.rightHand.y - this.rightHand.y) * speed; this.leftArm.x += (this.targetPosition.leftArm.x - this.leftArm.x) * speed; this.leftArm.y += (this.targetPosition.leftArm.y - this.leftArm.y) * speed; this.leftHand.x += (this.targetPosition.leftHand.x - this.leftHand.x) * speed; this.leftHand.y += (this.targetPosition.leftHand.y - this.leftHand.y) * speed; this.trunk.x += (this.targetPosition.trunk.x - this.trunk.x) * speed; this.trunk.y += (this.targetPosition.trunk.y - this.trunk.y) * speed; this.rightLeg.x += (this.targetPosition.rightLeg.x - this.rightLeg.x) * speed; this.rightLeg.y += (this.targetPosition.rightLeg.y - this.rightLeg.y) * speed; this.rightFoot.x += (this.targetPosition.rightFoot.x - this.rightFoot.x) * speed; this.rightFoot.y += (this.targetPosition.rightFoot.y - this.rightFoot.y) * speed; this.leftLeg.x += (this.targetPosition.leftLeg.x - this.leftLeg.x) * speed; this.leftLeg.y += (this.targetPosition.leftLeg.y - this.leftLeg.y) * speed; this.leftFoot.x += (this.targetPosition.leftFoot.x - this.leftFoot.x) * speed; this.leftFoot.y += (this.targetPosition.leftFoot.y - this.leftFoot.y) * speed; }; 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(idlePosition); 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); // Determine if the click is above or below the current player position to choose the running animation var newPosition = pos.y < player.y ? runningUp1 : runningUp2; player.setPosition(newPosition); // Set the target position for the player to run to player.targetPosition = { x: pos.x, y: pos.y }; }); var idle = true; var changePositionTimer = LK.setInterval(function () { if (idle) { player.setPosition(throwingPosition); idle = false; } else { player.setPosition(idlePosition); idle = true; } }, 1000); LK.on('tick', function () { ball.update(); player.updatePosition(); // 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
@@ -220,9 +220,11 @@
return;
}
this.x += (this.targetPosition.x - this.x) * speed;
this.y += (this.targetPosition.y - this.y) * speed;
- this.head.x += (this.targetPosition.head.x - this.head.x) * speed;
+ if (this.targetPosition && this.targetPosition.head) {
+ this.head.x += (this.targetPosition.head.x - this.head.x) * speed;
+ }
this.head.y += (this.targetPosition.head.y - this.head.y) * speed;
this.rightArm.x += (this.targetPosition.rightArm.x - this.rightArm.x) * speed;
this.rightArm.y += (this.targetPosition.rightArm.y - this.rightArm.y) * speed;
this.rightHand.x += (this.targetPosition.rightHand.x - this.rightHand.x) * speed;