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for armLength use the arm scaleY or heigth
User prompt
when in buttonADrag, the hands should follow the upper side of the arms by calculating the position of the upper side of the arm and moving the hand there
User prompt
when in buttonADrag, the hands should follow the upper side of the arms
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Please find a way to make the arms rotate around the trunk when buttonADrag in move event
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add the name property to each constants of posture
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add the name property to all constants of postures
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when the targetPosture is reached for hands and legs update currentPosture
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update currentPosture when the targetPosture is reached based on hands and legs positions
User prompt
update currentPosture when the targetPosture is reached
User prompt
add a property currentPosture in Player class that stores the name of the currentPosture
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when in buttonADrag, retry the anchors method for the arms rotation
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retry the anchors method in buttonA Drag
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in buttonA Drag, armOffsetY method doesn't work, find something else so that arms rotate around one side and not around their center
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in buttonA Drag, anchors method doesn't work, find something else so that arms rotate around one side and not around their center
Code edit (1 edits merged)
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Code edit (1 edits merged)
Please save this source code
User prompt
in buttonADrag fix the anchors because arms are rotating around their center
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add the log in degrees too
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log the angleRadians
/**** 
* 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.currentPlayer = null; // New property to track the current player holding the ball
	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 = 2000; // 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 = 200; // Hoop Y position
	};
});
// Player class for the player
var Player = Container.expand(function () {
	var self = Container.call(this);
	self.hasBall = false; // New property to indicate if the player has the ball
	self.verticalDirection = 0; // 0 when idle or moving down, 1 when moving up
	self.head = self.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.8,
		scaleY: 1
	});
	self.eyes = self.attachAsset('eyes', {
		anchorX: 0.5,
		anchorY: 0.75,
		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.updatePosture = function () {
		var speed = 0.1; // Speed of transition
		if (!this.targetPosture) {
			return;
		}
		//this.x += (this.targetPosture.x - this.x) * speed;
		//this.y += (this.targetPosture.y - this.y) * speed;
		if (this.targetPosture && this.targetPosture.head) {
			this.head.x += (this.targetPosture.head.x - this.head.x) * speed;
		}
		if (this.targetPosture && this.targetPosture.eyes) {
			this.eyes.x += (this.targetPosture.eyes.x - this.eyes.x) * speed;
			this.eyes.y += (this.targetPosture.eyes.y - this.eyes.y) * speed;
			this.eyes.visible = enableEye && this.verticalDirection === 0;
		}
		this.head.y += (this.targetPosture.head.y - this.head.y) * speed;
		this.rightArm.x += (this.targetPosture.rightArm.x - this.rightArm.x) * speed;
		this.rightArm.y += (this.targetPosture.rightArm.y - this.rightArm.y) * speed;
		this.rightHand.x += (this.targetPosture.rightHand.x - this.rightHand.x) * speed;
		this.rightHand.y += (this.targetPosture.rightHand.y - this.rightHand.y) * speed;
		this.leftArm.x += (this.targetPosture.leftArm.x - this.leftArm.x) * speed;
		this.leftArm.y += (this.targetPosture.leftArm.y - this.leftArm.y) * speed;
		this.leftHand.x += (this.targetPosture.leftHand.x - this.leftHand.x) * speed;
		this.leftHand.y += (this.targetPosture.leftHand.y - this.leftHand.y) * speed;
		this.trunk.x += (this.targetPosture.trunk.x - this.trunk.x) * speed;
		this.trunk.y += (this.targetPosture.trunk.y - this.trunk.y) * speed;
		this.rightLeg.x += (this.targetPosture.rightLeg.x - this.rightLeg.x) * speed;
		this.rightLeg.y += (this.targetPosture.rightLeg.y - this.rightLeg.y) * speed;
		this.rightFoot.x += (this.targetPosture.rightFoot.x - this.rightFoot.x) * speed;
		this.rightFoot.y += (this.targetPosture.rightFoot.y - this.rightFoot.y) * speed;
		this.leftLeg.x += (this.targetPosture.leftLeg.x - this.leftLeg.x) * speed;
		this.leftLeg.y += (this.targetPosture.leftLeg.y - this.leftLeg.y) * speed;
		this.leftFoot.x += (this.targetPosture.leftFoot.x - this.leftFoot.x) * speed;
		this.leftFoot.y += (this.targetPosture.leftFoot.y - this.leftFoot.y) * speed;
	};
	self.updatePosition = function () {
		if (self.targetPoint) {
			self.verticalDirection = self.targetPoint.y < self.y ? 1 : 0;
			var fixedSpeed = 10; // Fixed pixels per frame
			// Calculate direction vector
			var dx = self.targetPoint.x - self.x;
			var dy = self.targetPoint.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			var nx = dx / distance; // Normalized direction x
			var ny = dy / distance; // Normalized direction y
			// Move player by fixed speed in the direction of the targetPoint
			self.x += nx * fixedSpeed;
			self.y += ny * fixedSpeed;
			// Check if player is close enough to targetPoint to stop
			if (distance < fixedSpeed) {
				self.targetPoint = null; // Clear targetPoint when close enough
				self.verticalDirection = 0;
				// Alternate between dribblingPosture1 and dribblingPosture2 when player hasBall and is not moving
				if (self.hasBall && !self.targetPoint) {
					var currentTick = LK.ticks;
					self.setPosture(dribblingPosture1);
				} else {
					self.setPosture(idlePosture);
				}
			} else {
				// Alternate between runningUp1 and runningUp2 postures while moving
				var currentTick = LK.ticks;
				if (currentTick % 20 < 10) {
					self.setPosture(self.hasBall ? runningUpWithBall1 : runningUp1);
				} else {
					self.setPosture(self.hasBall ? runningUpWithBall2 : runningUp2);
				}
			}
		} else {
			if (self.hasBall) {
				var currentTick = LK.ticks;
				self.setPosture(Math.abs(ball.y - self.y) > 150 ? dribblingPosture1 : dribblingPosture2);
			}
		}
	};
	self.setPosture = function (newPosture) {
		self.targetPosture = newPosture;
	};
	self.goToPoint = function (newPosition) {
		self.targetPoint = newPosition;
	};
});
/**** 
* Initialize Game
****/ 
// Player positions
var game = new LK.Game({
	backgroundColor: 0x87CEEB // Sky blue background
});
/**** 
* Game Code
****/ 
// Create and position buttonA
var buttonA = game.addChild(LK.getAsset('buttonA', {
	anchorX: 0.5,
	anchorY: 0.5,
	alpha: 0.85,
	x: 2048 - 300,
	y: 2732 - 250
}));
// Create and position the joystick
var joystick = game.addChild(LK.getAsset('joystick', {
	anchorX: 0.5,
	anchorY: 0.5,
	alpha: 0.75,
	x: 300,
	// Positioned on the left with some margin
	// Center X
	y: 2732 - 250 // Positioned at the bottom with some margin
}));
/******* Retro Basket ********
A retro basketball game.
It's a one vs one basketball game.
Ball is lanched in the middle.
Players must run and catch it, then throw it in the oppoent hoop.
*****************************/
var idlePosture = {
	x: 1024,
	y: 2000,
	head: {
		x: 0,
		y: -160
	},
	eyes: {
		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 dribblingPosture1 = {
	x: 1024,
	// Center X
	y: 2000,
	// Player Y position
	head: {
		x: 0,
		y: -160
	},
	eyes: {
		x: 0,
		y: -160
	},
	rightArm: {
		x: 90,
		y: -20
	},
	rightHand: {
		x: -90,
		y: 30
	},
	leftArm: {
		x: -90,
		y: -20
	},
	leftHand: {
		x: 90,
		y: 30
	},
	trunk: {
		x: 0,
		y: 0
	},
	rightLeg: {
		x: 40,
		y: 150
	},
	rightFoot: {
		x: 50,
		y: 250
	},
	leftLeg: {
		x: -40,
		y: 150
	},
	leftFoot: {
		x: -50,
		y: 250
	}
};
var dribblingPosture2 = {
	x: 1024,
	// Center X
	y: 2000,
	// Player Y position
	head: {
		x: 0,
		y: -160
	},
	eyes: {
		x: 0,
		y: -160
	},
	rightArm: {
		x: 90,
		y: -20
	},
	rightHand: {
		x: -90,
		y: 50
	},
	leftArm: {
		x: -90,
		y: -20
	},
	leftHand: {
		x: 90,
		y: 50
	},
	trunk: {
		x: 0,
		y: 0
	},
	rightLeg: {
		x: 40,
		y: 150
	},
	rightFoot: {
		x: 50,
		y: 250
	},
	leftLeg: {
		x: -40,
		y: 150
	},
	leftFoot: {
		x: -50,
		y: 250
	}
};
var runningUp1 = {
	x: 1024,
	// Center X
	y: 2000,
	// Player Y position
	head: {
		x: 0,
		y: -160
	},
	eyes: {
		x: 0,
		y: -160
	},
	rightArm: {
		x: 90,
		y: -20
	},
	rightHand: {
		x: 105,
		y: 30
	},
	leftArm: {
		x: -90,
		y: -20
	},
	leftHand: {
		x: -105,
		y: 30
	},
	trunk: {
		x: 0,
		y: 0
	},
	rightLeg: {
		x: 40,
		y: 100
	},
	rightFoot: {
		x: 50,
		y: 200
	},
	leftLeg: {
		x: -40,
		y: 150
	},
	leftFoot: {
		x: -50,
		y: 250
	}
};
var runningUp2 = {
	x: 1024,
	// Center X
	y: 2000,
	// Player Y position
	head: {
		x: 0,
		y: -160
	},
	eyes: {
		x: 0,
		y: -160
	},
	rightArm: {
		x: 80,
		y: -20
	},
	rightHand: {
		x: 95,
		y: 30
	},
	leftArm: {
		x: -80,
		y: -20
	},
	leftHand: {
		x: -95,
		y: 30
	},
	trunk: {
		x: 0,
		y: 0
	},
	rightLeg: {
		x: 40,
		y: 150
	},
	rightFoot: {
		x: 50,
		y: 250
	},
	leftLeg: {
		x: -40,
		y: 100
	},
	leftFoot: {
		x: -50,
		y: 200
	}
};
var runningUpWithBall1 = {
	x: 1024,
	// Center X
	y: 2000,
	// Player Y position
	head: {
		x: 0,
		y: -160
	},
	eyes: {
		x: 0,
		y: -160
	},
	rightArm: {
		x: 90,
		y: -20
	},
	rightHand: {
		x: -90,
		y: 30
	},
	leftArm: {
		x: -90,
		y: -20
	},
	leftHand: {
		x: 90,
		y: 30
	},
	trunk: {
		x: 0,
		y: 0
	},
	rightLeg: {
		x: 40,
		y: 100
	},
	rightFoot: {
		x: 50,
		y: 200
	},
	leftLeg: {
		x: -40,
		y: 150
	},
	leftFoot: {
		x: -50,
		y: 250
	}
};
var runningUpWithBall2 = {
	x: 1024,
	// Center X
	y: 2000,
	// Player Y position
	head: {
		x: 0,
		y: -160
	},
	eyes: {
		x: 0,
		y: -160
	},
	rightArm: {
		x: 80,
		y: -20
	},
	rightHand: {
		x: -95,
		y: 30
	},
	leftArm: {
		x: -80,
		y: -20
	},
	leftHand: {
		x: 95,
		y: 30
	},
	trunk: {
		x: 0,
		y: 0
	},
	rightLeg: {
		x: 40,
		y: 150
	},
	rightFoot: {
		x: 50,
		y: 250
	},
	leftLeg: {
		x: -40,
		y: 100
	},
	leftFoot: {
		x: -50,
		y: 200
	}
};
var throwingPosture = {
	x: 1024,
	// Center X
	y: 2000,
	// Player Y position
	head: {
		x: 0,
		y: -160
	},
	eyes: {
		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.x = 2048 / 2; // Center X
player.y = 2732 / 2; // Center Y
player.setPosture(idlePosture);
var ball = game.addChild(new Ball());
ball.reset();
var hoop = game.addChild(new Hoop());
hoop.setPosition();
var score = 0;
var scoreTxt = new Text2("0" + score.toString(), {
	size: 150,
	fill: "#ffffff"
});
scoreTxt.x = -180;
scoreTxt.y = -10;
var enableEye = true;
LK.gui.topRight.addChild(scoreTxt);
var joystickBasePosition = {
	x: joystick.x,
	y: joystick.y
};
var joystickDrag = false;
var buttonADrag = false;
game.on('down', function (obj) {
	var pos = obj.event.getLocalPosition(game);
	// Calculate distance between click and joystick center
	var distance = Math.sqrt(Math.pow(pos.x - joystick.x, 2) + Math.pow(pos.y - joystick.y, 2));
	// Calculate distance between click and buttonA center
	var distanceToButtonA = Math.sqrt(Math.pow(pos.x - buttonA.x, 2) + Math.pow(pos.y - buttonA.y, 2));
	// If click is within joystick radius, start dragging
	if (distance <= joystick.width / 2) {
		joystickDrag = true;
	} else if (distanceToButtonA <= buttonA.width / 2) {
		buttonADrag = true;
	} else {
		// If click is outside joystick radius and not within buttonA radius, treat it as a target position
		player.goToPoint({
			x: pos.x,
			y: pos.y
		});
	}
});
game.on('move', function (obj) {
	var pos = obj.event.getLocalPosition(game);
	if (joystickDrag) {
		var dx = pos.x - joystickBasePosition.x;
		var dy = pos.y - joystickBasePosition.y;
		var distance = Math.sqrt(dx * dx + dy * dy);
		var maxDistance = joystick.width / 4; // Max distance joystick can move from center
		if (distance > maxDistance) {
			var angle = Math.atan2(dy, dx);
			dx = Math.cos(angle) * maxDistance;
			dy = Math.sin(angle) * maxDistance;
		}
		joystick.x = joystickBasePosition.x + dx;
		joystick.y = joystickBasePosition.y + dy;
		// Update player target point based on joystick movement
		player.goToPoint({
			x: player.x + dx * 5,
			y: player.y + dy * 5
		});
	} else if (buttonADrag) {
		if (!player.hasBall) {
			player.setPosture(throwingPosture);
		}
		var dxButtonA = pos.x - (2048 - 300);
		var dyButtonA = pos.y - (2732 - 250);
		var distanceButtonA = Math.sqrt(dxButtonA * dxButtonA + dyButtonA * dyButtonA);
		var maxDistanceButtonA = buttonA.width / 4; // Max distance buttonA can move from center
		if (distanceButtonA > maxDistanceButtonA) {
			var angleButtonA = Math.atan2(dyButtonA, dxButtonA);
			dxButtonA = Math.cos(angleButtonA) * maxDistanceButtonA;
			dyButtonA = Math.sin(angleButtonA) * maxDistanceButtonA;
		}
		buttonA.x = 2048 - 300 + dxButtonA;
		buttonA.y = 2732 - 250 + dyButtonA;
		// Set anchor points for arms and hands to rotate around the top side of the trunk
		player.rightArm.anchorY = 0;
		player.rightHand.anchorY = 0;
		player.leftArm.anchorY = 0;
		player.leftHand.anchorY = 0;
		// Calculate rotation for arms and hands according to buttonA movement
		var angleRadians = Math.atan2(dyButtonA, dxButtonA);
		console.log("Angle in Radians:", angleRadians); // Log the angleRadians
		console.log("Angle in Degrees:", angleRadians * (180 / Math.PI)); // Log the angle in degrees
		player.rightArm.rotation = angleRadians;
		player.rightHand.rotation = angleRadians + Math.PI; // Adjust for the hand's orientation
		player.leftArm.rotation = angleRadians;
		player.leftHand.rotation = angleRadians + Math.PI; // Adjust for the hand's orientation
	}
});
game.on('up', function (obj) {
	if (joystickDrag) {
		joystickDrag = false;
		joystick.x = joystickBasePosition.x;
		joystick.y = joystickBasePosition.y;
	}
	if (buttonADrag) {
		buttonADrag = false;
		// Reset buttonA to its original position
		buttonA.x = 2048 - 300;
		buttonA.y = 2732 - 250;
		// Restore anchor points and rotations for arms and hands to default
		player.rightArm.anchorY = 0.5; // Reset to rotate around the center
		player.rightHand.anchorY = 0.5; // Reset to rotate around the center
		player.leftArm.anchorY = 0.5; // Reset to rotate around the center
		player.leftHand.anchorY = 0.5; // Reset to rotate around the center
		// Reset rotations to default
		player.rightArm.rotation = 0;
		player.rightHand.rotation = 0;
		player.leftArm.rotation = 0;
		player.leftHand.rotation = 0;
		// Return player to idle posture
		player.setPosture(idlePosture);
	}
});
var idle = true;
// Test postures
/*
var changePostureTimer = LK.setInterval(function () {
	if (idle) {
		player.setPosture(runningUp1);
		idle = false;
	} else {
		player.setPosture(runningUp2);
		idle = true;
	}
}, 1000);
*/
LK.on('tick', function () {
	ball.update();
	// Check if player's trunk intersects with the ball
	if (player.trunk.intersects(ball)) {
		ball.currentPlayer = player; // Assign the player to the ball's currentPlayer property
		player.hasBall = true; // Assign the player to the ball's currentPlayer property
	}
	// Make the ball follow the currentPlayer's position with dribble movement
	if (ball.currentPlayer) {
		ball.x = ball.currentPlayer.x;
		if (ball.currentPlayer.verticalDirection === 0) {
			ball.y = ball.currentPlayer.y + 150 + Math.sin(LK.ticks / 7) * 100; // Add dribble movement when moving down or idle
			game.addChild(ball); // Ensure ball is in front by re-adding it to the game
		} else {
			ball.y = ball.currentPlayer.y - 120 + Math.sin(LK.ticks / 7) * 50; // Add dribble movement when moving up
			game.addChild(ball.currentPlayer); // Ensure player is in front by re-adding it to the game
		}
	}
	if (!buttonADrag) {
		player.updatePosture();
	}
	player.updatePosition();
	// Re-add joystick to ensure it appears above other elements
	game.addChild(joystick);
	// 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
@@ -706,13 +706,13 @@
 			dyButtonA = Math.sin(angleButtonA) * maxDistanceButtonA;
 		}
 		buttonA.x = 2048 - 300 + dxButtonA;
 		buttonA.y = 2732 - 250 + dyButtonA;
-		// Directly set y positions for arms and hands to rotate around the top side of the trunk
-		player.rightArm.y = player.trunk.y - player.trunk.height / 2;
-		player.rightHand.y = player.trunk.y - player.trunk.height / 2;
-		player.leftArm.y = player.trunk.y - player.trunk.height / 2;
-		player.leftHand.y = player.trunk.y - player.trunk.height / 2;
+		// Set anchor points for arms and hands to rotate around the top side of the trunk
+		player.rightArm.anchorY = 0;
+		player.rightHand.anchorY = 0;
+		player.leftArm.anchorY = 0;
+		player.leftHand.anchorY = 0;
 		// Calculate rotation for arms and hands according to buttonA movement
 		var angleRadians = Math.atan2(dyButtonA, dxButtonA);
 		console.log("Angle in Radians:", angleRadians); // Log the angleRadians
 		console.log("Angle in Degrees:", angleRadians * (180 / Math.PI)); // Log the angle in degrees
@@ -732,13 +732,13 @@
 		buttonADrag = false;
 		// Reset buttonA to its original position
 		buttonA.x = 2048 - 300;
 		buttonA.y = 2732 - 250;
-		// Set anchor points for arms and hands to rotate around the top side of the trunk
-		player.rightArm.anchorY = 1; // Set to rotate around the top
-		player.rightHand.anchorY = 1; // Set to rotate around the top
-		player.leftArm.anchorY = 1; // Set to rotate around the top
-		player.leftHand.anchorY = 1; // Set to rotate around the top
+		// Restore anchor points and rotations for arms and hands to default
+		player.rightArm.anchorY = 0.5; // Reset to rotate around the center
+		player.rightHand.anchorY = 0.5; // Reset to rotate around the center
+		player.leftArm.anchorY = 0.5; // Reset to rotate around the center
+		player.leftHand.anchorY = 0.5; // Reset to rotate around the center
 		// Reset rotations to default
 		player.rightArm.rotation = 0;
 		player.rightHand.rotation = 0;
 		player.leftArm.rotation = 0;