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rename all joystickMode to isThrowingMode
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Please fix the bug: 'TypeError: joystick.setTexture is not a function' in or related to this line: 'joystick.setTexture('buttonA');' Line Number: 795
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Fix Joystick Mode changes but not the joystick asset
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console log the joystick mode
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after a tap gesture, if joystickMode = 1, toggle the asset of the joystick from 'joystick' to 'buttonA'; else restore 'joystick'
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when joystickMode = 1, dynamically toggle the asset of the joystick from 'joystick' to 'buttonA'
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when joystickMode = 1, toggle the asset of the joystick from 'joystick' to 'buttonA'
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only set joystickDrag = true; when after the check that gesture is not a tap
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on Tap gesture, if player has the ball, toggle joystickMode
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add a joystickMode global variable, it will have 2 values : 0 = Move mode; 1 = Throw mode
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implement isTapGesture update
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add global variables to differentiate Tap and Drag gestures
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As there’s no more “touch to go there”, change targetPoint to isMoving and instead of setting target point with the joystick, set x and y speed
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There’s a problem is that shoot () isn't called at all when pointing buttonA up and releasing the button
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There’s a problem not the shoot direction calculation, but it is that shoot () isn't called at all when pointing up and releasing the button
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Add the left snd right bound check just after x update
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Rework the part self.x += nx * fixedSpeed; self.y += ny * fixedSpeed; // Check if player is close enough to targetPoint to stop if (distance < fixedSpeed || self.x < courtLeftBoundary + self.width / 2 || self.x > courtRightBoundary - self.width / 2 || self.y < courtTopBoundary + self.height / 2 || self.y > courtBottomBoundary - 500 - self.height / 2) { to make x and y move check independent
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In if (distance < fixedSpeed || self.x < courtLeftBoundary + self.width / 2 || self.x > courtRightBoundary - self.width / 2 || self.y < courtTopBoundary + self.height / 2) { check also bottom
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Prevent players from going out of bottom bound
/****
* 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.speedX = Math.cos(angle) * power;
self.speedY = Math.sin(angle) * -power; // Negate Y to move up
self.isShot = true;
};
self.update = function () {
if (self.isShot) {
self.x += self.speedX;
self.y += self.speedY;
// Removed gravity effect for isometric view
// Boundary checks
if (self.x < courtLeftBoundary + self.width / 2) {
self.x = courtLeftBoundary + self.width / 2;
self.speedX *= -0.5; // Bounce back with reduced speed
}
if (self.x > courtRightBoundary - self.width / 2) {
self.x = courtRightBoundary - self.width / 2;
self.speedX *= -0.5; // Bounce back with reduced speed
}
}
};
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: 1,
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: 1,
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 () {
self.isMoving = false;
self.speedX = 0;
self.speedY = 0;
if (joystickDrag) {
self.isMoving = true;
var dx = joystick.x - joystickBasePosition.x;
var dy = joystick.y - joystickBasePosition.y;
self.speedX = dx * 0.1; // Adjust speed factor as needed
self.speedY = dy * 0.1; // Adjust speed factor as needed
}
// Apply speed
self.x += self.speedX;
self.y += self.speedY;
// Boundary checks
if (self.x < courtLeftBoundary + self.width / 2) {
self.x = courtLeftBoundary + self.width / 2;
} else if (self.x > courtRightBoundary - self.width / 2) {
self.x = courtRightBoundary - self.width / 2;
}
if (self.y < courtTopBoundary + self.height / 2) {
self.y = courtTopBoundary + self.height / 2;
} else if (self.y > courtBottomBoundary - 500 - self.height / 2) {
self.y = courtBottomBoundary - 500 - self.height / 2;
}
// Posture updates based on movement
if (self.isMoving) {
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);
} else {
self.setPosture(idlePosture);
}
}
};
self.setPosture = function (newPosture) {
console.log("Entering setPosture " + self.currentPosture + " => " + newPosture.name);
if (self.currentPosture != newPosture.name) {
console.log("Changing posture");
self.targetPosture = newPosture;
} else {
console.log("Already in posture");
}
};
self.goToPoint = function (newPosition) {
self.targetPoint = newPosition;
};
});
/****
* Initialize Game
****/
// Player positions
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue background
});
/****
* Game Code
****/
// Define court boundaries as global variables
var courtTopBoundary = 0;
var courtBottomBoundary = 2732;
var courtLeftBoundary = 0;
var courtRightBoundary = 2048;
// Removed simulateAnchorY1 function and its usage
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: 50
},
rightHand: {
x: 125,
y: 30
},
leftArm: {
x: -110,
y: 50
},
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: 50 // Adjusted from -20 to 50
},
rightHand: {
x: -90,
y: 30
},
leftArm: {
x: -90,
y: 50 // Adjusted from -20 to 50
},
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: 50 // Adjusted from -20 to 50
},
rightHand: {
x: -90,
y: 50
},
leftArm: {
x: -90,
y: 50 // Adjusted from -20 to 50
},
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: 50 // Adjusted from -20 to 50 by adding 70
},
rightHand: {
x: 105,
y: 30
},
leftArm: {
x: -90,
y: 50
},
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: 50 // Adjusted from -20 to 50 by adding 70
},
rightHand: {
x: 95,
y: 30
},
leftArm: {
x: -80,
y: 50
},
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 // Adjusted from -20 to 50 by adding 70
},
rightHand: {
x: -0,
y: -20
},
leftArm: {
x: -90,
y: 20
},
leftHand: {
x: 0,
y: -20
},
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 // Adjusted from -90 to -20 by adding 70
},
rightHand: {
x: 5,
y: 15
},
leftArm: {
x: -80,
y: -20
},
leftHand: {
x: 5,
y: 15
},
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: -120
},
rightHand: {
x: 100,
y: -250 // Set the right hand at the top of the right arm
},
leftArm: {
x: -100,
y: -120
},
leftHand: {
x: -100,
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 buttonABasePosition = {
x: buttonA.x,
y: buttonA.y
};
var joystickDrag = false;
var buttonADrag = false;
var lastTouchDownTime = 0; // Timestamp of the last touch down event
var touchTapThreshold = 200; // Milliseconds within which a touch is considered a tap
var isTapGesture = false; // Flag to differentiate between tap and drag gestures
var joystickMode = 0; // 0 = Move mode; 1 = Throw mode
game.on('down', function (obj) {
lastTouchDownTime = Date.now(); // Capture the current timestamp when touch starts
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;
}
});
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;
if (player.currentPosture != "throwingPosture") {
return;
}
// Calculate arm rotation based on buttonA movement
var armRotationFactor = 0.05; // Factor to control the rotation sensitivity
var armRotation = Math.max(-Math.PI / 1.8, Math.min(Math.PI / 1.8, dxButtonA * armRotationFactor)); // Clamp rotation between -100 and 100 degrees converted to radians
// Log armRotation in degrees
//console.log("Arm rotation: " + (armRotation * (180 / Math.PI)).toFixed(2) + " degrees");
player.rightArm.rotation = armRotation;
player.leftArm.rotation = armRotation;
// Calculate the top position of the arms and move hands to follow the arms' movement
var rightArmTopX = player.rightArm.x + Math.cos(player.rightArm.rotation - Math.PI / 2) * (player.rightArm.height + player.rightHand.height / 1.5);
var rightArmTopY = player.rightArm.y + Math.sin(player.rightArm.rotation - Math.PI / 2) * (player.rightArm.height + player.rightHand.height / 1.5);
var leftArmTopX = player.leftArm.x + Math.cos(player.leftArm.rotation - Math.PI / 2) * (player.leftArm.height + player.rightHand.height / 1.5);
var leftArmTopY = player.leftArm.y + Math.sin(player.leftArm.rotation - Math.PI / 2) * (player.leftArm.height + player.rightHand.height / 1.5);
//console.log("rightArmTopX: " + rightArmTopX.toFixed(2) + " y " + rightArmTopY.toFixed(2));
player.rightHand.x = rightArmTopX;
player.rightHand.y = rightArmTopY;
player.leftHand.x = leftArmTopX;
player.leftHand.y = leftArmTopY;
}
});
game.on('up', function (obj) {
var touchDuration = Date.now() - lastTouchDownTime; // Calculate the duration of the touch
isTapGesture = touchDuration <= touchTapThreshold; // Determine if the gesture is a tap based on the duration
if (isTapGesture && player.hasBall) {
joystickMode = 1 - joystickMode; // Toggle joystickMode between 0 and 1
console.log("Joystick Mode: " + joystickMode); // Log the current joystick mode
// Toggle the asset of the joystick based on joystickMode
if (joystickMode == 1) {
joystick.attachAsset('buttonA', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.75,
x: 300,
y: 2732 - 250
});
} else {
joystick.attachAsset('joystick', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.75,
x: 300,
y: 2732 - 250
});
}
joystickDrag = false;
} else if (joystickDrag) {
joystickDrag = false;
joystick.x = joystickBasePosition.x;
joystick.y = joystickBasePosition.y;
}
if (buttonADrag) {
buttonADrag = false;
// If the player has the ball, throw it in the direction selected
if (player.hasBall) {
var throwPower = 20; // Adjust throw power as needed
var dx = buttonA.x - buttonABasePosition.x;
var dy = -(buttonA.y - buttonABasePosition.y); // Invert Y-axis for correct angle calculation
var throwAngle = Math.atan2(dy, dx);
console.log("Throw angle in degrees: " + (throwAngle * (180 / Math.PI)).toFixed(2)); // Log throwAngle in degrees
ball.shoot(throwPower, throwAngle);
player.hasBall = false; // Player no longer has the ball
ball.currentPlayer = null; // Clear the ball's currentPlayer property
} else {
// Restore hands to normal positions after dragging buttonA
player.rightArm.rotation = 0;
player.leftArm.rotation = 0;
// Return player to idle posture
player.setPosture(idlePosture);
}
// Reset buttonA to its original position
buttonA.x = 2048 - 300;
buttonA.y = 2732 - 250;
}
});
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 / (ball.currentPlayer.targetPoint ? 4 : 6)) * 100;
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 / (ball.currentPlayer.targetPoint ? 4 : 6)) * 50;
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
// Check Y boundaries for the ball
if (ball.y < courtTopBoundary + ball.height / 2) {
ball.y = courtTopBoundary + ball.height / 2;
ball.speedY *= -0.5; // Bounce back with reduced speed
}
if (ball.y > courtBottomBoundary - ball.height / 2) {
ball.y = courtBottomBoundary - ball.height / 2;
ball.speedY *= -0.5; // Bounce back with reduced speed
}
}); ===================================================================
--- original.js
+++ change.js
@@ -773,8 +773,9 @@
var touchDuration = Date.now() - lastTouchDownTime; // Calculate the duration of the touch
isTapGesture = touchDuration <= touchTapThreshold; // Determine if the gesture is a tap based on the duration
if (isTapGesture && player.hasBall) {
joystickMode = 1 - joystickMode; // Toggle joystickMode between 0 and 1
+ console.log("Joystick Mode: " + joystickMode); // Log the current joystick mode
// Toggle the asset of the joystick based on joystickMode
if (joystickMode == 1) {
joystick.attachAsset('buttonA', {
anchorX: 0.5,