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clam armRotation between -100 and 100 degrees
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console log the armRotation in degrees when buttonADrag
Code edit (3 edits merged)
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in Player set rightArm.anchorY to 1 then adapt all postures
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in buttonDrag, rotate the arms depending on the buttonA move
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simulateAnchorY1 dosent't work. remove it
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fix simulateAnchorY1 becaus asset moves away, it should only rotate
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in simulateAnchorY1 bottom center of the asset should not change , but the top center should rotate toward it
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in simulateAnchorY1() calculate the rotation point (side of the asset), then rotate around it
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in simulateAnchorY1 assume asset is a rectangle, one side of the asset should not move
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use simulateAnchorY1() when buttonADrag
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in simulateAnchorY1 also update the x
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add a new global function simulateAnchorY1(asset, angle). it suposes anchor of asset is 0.5,0.5, so instead of applying a simple rotation, it sumates the rotation if the anchor was 0.5,1
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add a new global function simulateAnchorY1()
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in buttanADrag, to simulate anchorY = 1 also a update x values
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in buttanADrag, anchorY = 1 has no effect. Simulate the anchorY = 1 by calculating the position and rotation like if anchorY = 1
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for armLength use the arm scaleY or heigth
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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
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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
/**** * 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.currentPosture = ""; // New property to store the name of the current posture 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; // Check if the target posture for hands and legs is reached var handsAndLegsReached = Math.abs(this.rightHand.x - this.targetPosture.rightHand.x) < 1 && Math.abs(this.rightHand.y - this.targetPosture.rightHand.y) < 1 && Math.abs(this.leftHand.x - this.targetPosture.leftHand.x) < 1 && Math.abs(this.leftHand.y - this.targetPosture.leftHand.y) < 1 && Math.abs(this.rightLeg.x - this.targetPosture.rightLeg.x) < 1 && Math.abs(this.rightLeg.y - this.targetPosture.rightLeg.y) < 1 && Math.abs(this.leftLeg.x - this.targetPosture.leftLeg.x) < 1 && Math.abs(this.leftLeg.y - this.targetPosture.leftLeg.y) < 1; if (handsAndLegsReached) { // Update currentPosture to the name of the targetPosture when hands and legs posture is reached this.currentPosture = this.targetPosture.name; } 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 ****/ // Global function to simulate rotation with anchorY=1 function simulateAnchorY1(asset, angle) { // Assuming the anchor of asset is initially at 0.5, 0.5 // Calculate the offset due to rotation as if anchorY was 1 var offsetY = Math.sin(angle) * asset.width; // Use width because rotation swaps width and height asset.y += offsetY; // Adjust the y position based on calculated offset asset.rotation = angle; // Apply the rotation } // 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 = { name: "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 = { name: "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 = { name: "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 = { name: "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 = { name: "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 = { name: "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 = { name: "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 = { name: "throwingPosture", x: 1024, // Center X y: 2000, // Player Y position head: { x: 0, y: -160 }, eyes: { x: 0, y: -160 }, rightArm: { x: 100, y: -150 }, rightHand: { x: 100, // Set the right hand at the top of the right arm y: -250 // Set the right hand at the top of the right arm }, leftArm: { x: -100, y: -150 }, leftHand: { x: -100, // Set the left hand at the top of the left arm y: -250 // 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; // Simulate anchorY = 1 effect by adjusting arm positions and x values var trunkCenterY = player.trunk.y + player.trunk.height * player.trunk.scaleY / 2; var trunkCenterX = player.trunk.x; player.rightArm.y = trunkCenterY - player.rightArm.height * player.rightArm.scaleY; player.leftArm.y = trunkCenterY - player.leftArm.height * player.leftArm.scaleY; player.rightArm.x = trunkCenterX + player.rightArm.width * player.rightArm.scaleX / 2; player.leftArm.x = trunkCenterX - player.leftArm.width * player.leftArm.scaleX / 2; // Calculate rotation for arms according to buttonA movement var angleRadians = Math.atan2(dyButtonA, dxButtonA); // Adjust arm rotation to follow the buttonA drag direction player.rightArm.rotation = angleRadians; player.leftArm.rotation = angleRadians; // Calculate the new positions for the hands to follow the upper side of the arms, including x adjustments var armLengthRight = player.rightArm.scaleY * player.rightArm.height; // Use scaleY * height for arm length var armLengthLeft = player.leftArm.scaleY * player.leftArm.height; // Use scaleY * height for arm length player.rightHand.x = player.rightArm.x + Math.cos(angleRadians) * armLengthRight; player.rightHand.y = player.rightArm.y + Math.sin(angleRadians) * armLengthRight; player.leftHand.x = player.leftArm.x + Math.cos(angleRadians) * armLengthLeft; player.leftHand.y = player.leftArm.y + Math.sin(angleRadians) * armLengthLeft; // Hands follow the arms without additional rotation player.rightHand.rotation = angleRadians; player.leftHand.rotation = angleRadians; } }); 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.currentPosture != "throwingPosture") { 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
@@ -213,31 +213,15 @@
/****
* Game Code
****/
-function simulateAnchorY1(obj, dx, dy) {
- // Simulate anchorY = 1 effect by adjusting arm positions and x values
- var trunkCenterY = obj.trunk.y + obj.trunk.height * obj.trunk.scaleY / 2;
- var trunkCenterX = obj.trunk.x;
- obj.rightArm.y = trunkCenterY - obj.rightArm.height * obj.rightArm.scaleY;
- obj.leftArm.y = trunkCenterY - obj.leftArm.height * obj.leftArm.scaleY;
- obj.rightArm.x = trunkCenterX + obj.rightArm.width * obj.rightArm.scaleX / 2;
- obj.leftArm.x = trunkCenterX - obj.leftArm.width * obj.leftArm.scaleX / 2;
- // Calculate rotation for arms according to buttonA movement
- var angleRadians = Math.atan2(dy, dx);
- // Adjust arm rotation to follow the buttonA drag direction
- obj.rightArm.rotation = angleRadians;
- obj.leftArm.rotation = angleRadians;
- // Calculate the new positions for the hands to follow the upper side of the arms, including x adjustments
- var armLengthRight = obj.rightArm.scaleY * obj.rightArm.height; // Use scaleY * height for arm length
- var armLengthLeft = obj.leftArm.scaleY * obj.leftArm.height; // Use scaleY * height for arm length
- obj.rightHand.x = obj.rightArm.x + Math.cos(angleRadians) * armLengthRight;
- obj.rightHand.y = obj.rightArm.y + Math.sin(angleRadians) * armLengthRight;
- obj.leftHand.x = obj.leftArm.x + Math.cos(angleRadians) * armLengthLeft;
- obj.leftHand.y = obj.leftArm.y + Math.sin(angleRadians) * armLengthLeft;
- // Hands follow the arms without additional rotation
- obj.rightHand.rotation = angleRadians;
- obj.leftHand.rotation = angleRadians;
+// Global function to simulate rotation with anchorY=1
+function simulateAnchorY1(asset, angle) {
+ // Assuming the anchor of asset is initially at 0.5, 0.5
+ // Calculate the offset due to rotation as if anchorY was 1
+ var offsetY = Math.sin(angle) * asset.width; // Use width because rotation swaps width and height
+ asset.y += offsetY; // Adjust the y position based on calculated offset
+ asset.rotation = angle; // Apply the rotation
}
// Create and position buttonA
var buttonA = game.addChild(LK.getAsset('buttonA', {
anchorX: 0.5,