Code edit (1 edits merged)
Please save this source code
User prompt
in handleFalling just after : ``` self.y += self.speedY; self.x += self.speedX; ``` check the boundaries, and bump if a border is reached
User prompt
In handleFollowing store speedX and speedY
User prompt
Set speed in handleFollowing
User prompt
Fix ball falling on the left in all cases. This should depend on its initial speed and direction
User prompt
In handleFalling x isnāt updated
User prompt
In handleFalling ball coordinates are only updated under 1 condition
User prompt
Fix angleToBumper calculation
Code edit (1 edits merged)
Please save this source code
User prompt
Show the angleToBumper in degrees in debugtxt
User prompt
In handleFalling ball and bumpers are round so ball should change its direction when hitting it
User prompt
In handleFalling introduce acceleration to produce a more realistic move
User prompt
fiw gravity not applying always in handleFalling
Code edit (10 edits merged)
Please save this source code
User prompt
fix handleFalling where self.y update is missing
User prompt
in handleFalling use gravity to handle the ball fall
User prompt
in handleFalling ensure that upon collision with a bumper, the ball's speed and direction are adjusted in a way that guarantees the ball moves away from the bumper. This might involve reversing the ball's vertical direction while also applying a horizontal force to move it sideways, away from the bumper, and ensuring the ball's speed is set to a value that prevents it from immediately falling back onto the bumper due to gravity.
User prompt
clean handleFalling
User prompt
rework handleFalling so that the ball falls normally, but bumps then fall normally when hitting a bumper
User prompt
in handleFalling use gravity
Code edit (2 edits merged)
Please save this source code
User prompt
debugTxt should be hidden when isDebug is false
Code edit (1 edits merged)
Please save this source code
Code edit (2 edits merged)
Please save this source code
User prompt
make the ball bounce when it hits a bumper
/****
* 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.followingSpeed = 1.0; // Increased speed when following target line
self.speedY = 0;
self.gravity = 0.5;
self.isShot = false;
self.isFollowTrajectory = false;
self.isFalling = false;
self.currentPlayer = null; // New property to track the current player holding the ball
self.referenceX = null;
self.fallingAngle = null;
self.initialXAmplitude = 75; // Amplitude of the sinusoidal movement
self.initialXFrequency = 0.15; // Frequency of the sinusoidal movement
self.Xamplitude = 0;
self.XFrequency = 0;
self.YAmplitude = 10;
self.YFrequency = 0.05;
self.refTicks = 0;
self.shootBall = function () {
console.log("Executing shootBall ", currentTrajectory);
if (!currentTrajectory || currentTrajectory.length === 0) {
console.log("No currentTrajectory");
return;
}
if (self.currentPlayer) {
self.currentPlayer.hasBall = false;
self.currentPlayer = null;
}
self.isFollowTrajectory = true;
self.isShot = true;
};
self.handleFollowing = function () {
// Calculate progressive movement towards the next point in the trajectory
var nextPoint = currentTrajectory[0];
var dx = nextPoint.x - self.x;
var dy = nextPoint.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
//console.log("dx,dy=" + dx, dy, " distance =", distance);
if (distance < 5) {
console.log("Close enough...");
// If close enough to the next point, move to the next point and remove it from the trajectory
self.x = nextPoint.x;
self.y = nextPoint.y;
currentTrajectory.shift();
if (currentTrajectory.length === 0) {
self.isFollowTrajectory = false;
console.log("Trajectory end. Falling...", self.x, self.y, " / hoop :", basket.x, basket.y);
LK.setTimeout(function () {
self.isFalling = true;
}, 2000);
}
} else {
// Otherwise, move progressively towards the next point
console.log("following...");
debugTxt.setText("following");
self.x += dx / distance * self.followingSpeed;
self.y += dy / distance * self.followingSpeed;
}
self.referenceX = null;
};
self.handleFalling = function () {
// Simplify falling behavior
// Apply gravity to speedY, increasing it over time to simulate acceleration with increasing factor
// Adjust gravity effect based on initial direction and speed
if (self.speedX > 0) {
self.gravity += 0.05; // Slower acceleration for rightward movement
} else if (self.speedX < 0) {
self.gravity += 0.15; // Faster acceleration for leftward movement
} else {
self.gravity += 0.1; // Standard acceleration
}
self.speedY += self.gravity;
if (self.y > courtBottomBoundary - self.height / 2) {
self.y = courtBottomBoundary - self.height / 2;
self.speedY *= -0.5; // Bounce back with reduced speed
}
if (self.intersects(basket.leftHoopBumper) || self.intersects(basket.rightHoopBumper)) {
// Calculate bounce direction based on the position of the ball relative to the bumper
var bumper = self.intersects(basket.leftHoopBumper) ? basket.leftHoopBumper : basket.rightHoopBumper;
var angleToBumper = Math.atan2(bumper.y - self.y, bumper.x - self.x);
self.speedY = -10 * Math.sin(angleToBumper); // Adjust vertical speed based on angle
self.speedX = 10 * Math.cos(angleToBumper); // Introduce horizontal speed based on angle
// Show angle to bumper in degrees in debugTxt
debugTxt.setText("Angle to Bumper: " + (angleToBumper * (180 / Math.PI)).toFixed(2) + " degrees");
}
// Update the ball's position based on the current speedY and speedX
self.y += self.speedY;
self.x += self.speedX; // Include horizontal movement
if (Math.abs(self.speedY) < 0.1) {
self.isFalling = false;
self.fallingAngle = null;
self.isShot = false;
self.speedY = 0;
}
};
self.update = function () {
if (self.isShot) {
if (self.isFollowTrajectory && currentTrajectory && currentTrajectory.length > 0) {
self.handleFollowing();
} else if (self.isFalling) {
self.handleFalling();
} else {
debugTxt.setText("wait");
}
}
};
self.catched = function () {
self.isFalling = false;
self.fallingAngle = null;
self.isShot = false;
self.speedY = 0;
};
self.reset = function () {
self.x = 300; //1024; // Center X
self.y = 2000; // Starting Y 500 -> 2565
self.isShot = false;
self.speedY = 0;
};
});
// Basket class to group backboard, basketBallPost, and hoop
var Basket = Container.expand(function () {
var self = Container.call(this);
self.x = 1024;
self.y = 300;
self.hoopX = 1024;
self.hoopY = 320;
self.hoopW = 182;
self.hoppBumpW = 20;
self.hoopLeftBump = 1024 - 182 / 2 + self.hoppBumpW / 2;
self.hoopRightBump = 1024 + 182 / 2 - self.hoppBumpW / 2;
// Create and attach basketBallPost asset
self.basketBallPost = self.attachAsset('post', {
anchorX: 0.5,
anchorY: 1.0,
x: 0,
y: self.y + 150 // Base of the post aligns with the bottom of the Basket container
});
// Create and attach backboard asset
self.backboard = self.attachAsset('backBoard', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: self.y - 350 // Adjusted for visual placement within the Basket container
});
// Create and attach hoop asset
self.hoop = self.attachAsset('hoop', {
anchorX: 0.5,
anchorY: 0.5,
x: self.x - 1024,
// Same as Basket
y: self.y - 280
});
// Create and attach leftHoopBumper asset
self.leftHoopBumper = self.attachAsset('hoopBumper', {
anchorX: 0.5,
anchorY: 0.5,
x: self.hoopLeftBump - self.x,
y: self.y - 280
});
// Create and attach rightHoopBumper asset
self.rightHoopBumper = self.attachAsset('hoopBumper', {
anchorX: 0.5,
anchorY: 0.5,
x: self.hoopRightBump - self.x,
y: self.y - 280
});
// Method to set the position of the entire Basket
});
// 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.isChangingPosture = false; // 0 when idle or moving down, 1 when moving up
self.nextPosture = null;
self.isMovingUp = 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 = 0.2; //0.1; // Speed of transition
if (!this.targetPosture) {
return;
}
// Check if the target posture for hands and legs is reached
//console.log("this.targetPosture: " + this.targetPosture.name + " : this.rightHand.x: " + this.rightHand.x, " this.targetPosture.rightHand.x: " + this.targetPosture.rightHand.x);
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 && Math.abs(this.head.x - this.targetPosture.head.x) < 1 && Math.abs(this.head.y - this.targetPosture.head.y) < 1 && Math.abs(this.eyes.x - this.targetPosture.eyes.x) < 1 && Math.abs(this.eyes.y - this.targetPosture.eyes.y) < 1 && Math.abs(this.rightFoot.x - this.targetPosture.rightFoot.x) < 1 && Math.abs(this.rightFoot.y - this.targetPosture.rightFoot.y) < 1 && Math.abs(this.leftFoot.x - this.targetPosture.leftFoot.x) < 1 && Math.abs(this.leftFoot.y - this.targetPosture.leftFoot.y) < 1;
if (handsAndLegsReached) {
//console.log("handsAndLegsReached !");
// Update currentPosture to the name of the targetPosture when hands and legs posture is reached
this.currentPosture = this.targetPosture.name;
this.targetPosture = null;
self.isChangingPosture = false;
if (self.nextPosture) {
self.setPosture(self.nextPosture);
}
return;
} else {
self.isChangingPosture = true;
}
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 && !self.isMovingUp && !isThrowingMode;
}
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) {
if (isThrowingMode) {} else {
self.isMoving = true;
var dx = joystick.x - joystickBasePosition.x;
var dy = joystick.y - joystickBasePosition.y;
self.speedX = dx * 0.15; // Adjust speed factor as needed
self.speedY = dy * 0.15; // Adjust speed factor as needed
}
}
// Apply speed
self.x += self.speedX;
self.y += self.speedY;
//debugTxt.setText("Player X: " + self.x.toFixed(2) + ", Y: " + self.y.toFixed(2));
//console.log("Player speedY: ", self.speedY); // Log player's vertical speed
self.isMovingUp = self.speedY < 0 ? 1 : 0;
self.eyes.visible = enableEye && !self.isMovingUp && !isThrowingMode;
// 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 - 0) {
self.y = courtTopBoundary - 0;
} else if (self.y > courtBottomBoundary - 275) {
self.y = courtBottomBoundary - 275;
}
// 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) {
if (isThrowingMode) {} else {
self.setPosture(Math.abs(ball.y - self.y) > 150 ? dribblingPosture1 : dribblingPosture2);
}
} else {
//console.log("No ball => idle" + self.hasBall);
self.setPosture(idlePosture);
}
}
};
self.setPosture = function (newPosture) {
//console.log("Entering setPosture " + self.currentPosture + " => " + newPosture.name);
if (self.isChangingPosture) {
//console.log("Already changing");
// Store next posture for when target one is reached
self.nextPosture = newPosture;
return;
}
if (self.nextPosture) {
// If a next posture is set, use it as target
newPosture = self.nextPosture;
self.nextPosture = null;
}
if (self.currentPosture != newPosture.name) {
self.targetPosture = newPosture;
} else {
//console.log("Already in posture");
}
};
});
// Class for the targeting line made of targetDots
var TargetingLine = Container.expand(function () {
var self = Container.call(this);
self.dots = [];
self.steps = 20;
// Initialize 10 dots for the targeting line
for (var i = 0; i < self.steps; i++) {
var dot = self.attachAsset('targetDot', {
anchorX: 0.5,
anchorY: 0.5,
visible: false // Initially not visible
});
self.dots.push(dot);
}
// Method to update the targeting line
self.updateLine = function (startX, startY, endX, endY) {
// Controls only the dots positions, not their visibility
if (this.isUpdating) {
return;
}
this.isUpdating = true;
// Calculate line direction and distance
var dx = endX - startX;
var dy = endY - startY;
var distance = Math.sqrt(dx * dx + dy * dy);
var parabolRatio = Math.min(Math.max(Math.abs(dy / 20), 10), 40);
//console.log("dy: " + (dy + game.height * 0.25) + ", ParabolRatio: " + parabolRatio);
var stepX = dx / self.steps;
var stepY = dy / self.steps;
// Update positions of existing dots along the line
for (var i = 0; i < self.steps; i++) {
if (self.dots[i]) {
// Calculate offset to only go up
var offset = -parabolRatio * i * Math.sin(Math.PI / self.steps * i);
self.dots[i].x = startX + stepX * i;
self.dots[i].y = startY + stepY * i + offset;
}
}
this.isUpdating = false;
// Store dots coordinates in currentTrajectory
currentTrajectory = self.dots.map(function (dot) {
return {
x: dot.x,
y: dot.y
};
});
};
// Method to hide the targeting line
self.showLine = function () {
// Controls only the dots visibility, not their positions
self.visible = true;
self.dots.forEach(function (dot) {
dot.visible = true;
});
};
self.hideLine = function () {
// Controls only the dots visibility, not their positions
self.visible = false;
self.dots.forEach(function (dot) {
dot.visible = false;
});
};
});
/****
* Initialize Game
****/
// Player positions
var game = new LK.Game({
backgroundColor: 0x000000 // Sky blue background
});
/****
* Game Code
****/
// Create and position the court
var isDebug = true;
var courtTopY = 750;
var courtCenterY = 1525; // court asset height 2056/2+750 (top) = 1778 ~= 1700 | v2 : 2250/2+750 = 1875
var courtBottomY = 2325;
var court = game.addChild(LK.getAsset('Court', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: courtCenterY,
scaleX: 1.009,
tint: 0xb27747 //AE4E00 // Brown tint
// Stretch to fit the height of the screen
//scaleY: 2732 / 1056.89 // Stretch to fit the height of the screen
}));
// Create and position the Basket instance containing backboard, basketBallPost, and hoop
var basket = game.addChild(new Basket());
var targetPointXOffsetDirection = 1;
var targetPointXOffset = 0;
var targetPointXOffsetIncrement = 5; // Increment or decrement offset by 10
var targetPointXOffsetBounds = 220; // Bounds for changing direction
var currentTrajectory = [];
// Define court boundaries as global variables
var courtTopBoundary = 520;
var courtBottomBoundary = 2325;
var courtLeftBoundary = 0;
var courtRightBoundary = 2048;
var mesureFlag = game.addChild(LK.getAsset('mesureFlag', {
anchorX: 0.5,
anchorY: 0.5,
x: 10,
y: 320,
visible: isDebug
}));
// Create and position the joystick
var joystick = game.addChild(LK.getAsset('joystick', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.75,
x: 2048 / 2,
// Center X
y: 2732 - 250
}));
/******* 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 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,
y: 2000,
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 = 800; //2048 / 2; // Center X
player.y = 2000; //2732 / 2; // Center Y
player.setPosture(idlePosture);
var ball = game.addChild(new Ball());
ball.reset();
var score = 0;
var debugTxt = new Text2("Court Top: " + (court.y - court.height / 2) + ", Bottom: " + (court.y + court.height / 2), {
size: 50,
fill: "#ffffff"
});
debugTxt.visible = isDebug;
debugTxt.x = 20;
debugTxt.y = 20;
LK.gui.topLeft.addChild(debugTxt);
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 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 isThrowingMode = 0; // 0 = Move mode; 1 = Throw mode
var targetingLine = new TargetingLine();
game.addChild(targetingLine);
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));
// If click is within joystick radius, start dragging
if (distance <= joystick.width / 2) {
joystickDrag = 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;
if (isThrowingMode) {
//console.log("Using joysting in throwing mode...");
var armRotationFactor = 0.05; // Factor to control the rotation sensitivity
var armRotation = Math.max(-Math.PI / 1.8, Math.min(Math.PI / 1.8, dx * 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;
} else {
//console.log("Using joysting in moving mode...");
}
}
});
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) {
if (isThrowingMode == 1) {
var targetPointX = basket.hoop.x;
var targetPointY = basket.hoop.y;
ball.shootBall(targetPointX, targetPointY);
player.hasBall = false;
}
isThrowingMode = 1 - isThrowingMode; // Toggle isThrowingMode between 0 and 1
console.log("isThrowingMode: " + isThrowingMode); // Log the current joystick mode
// Correctly toggle the joystick asset based on isThrowingMode
if (isThrowingMode == 1) {
joystick.attachAsset('buttonA', {
anchorX: 0.5,
anchorY: 0.5
});
player.setPosture(throwingPosture);
console.log("=> show targeting line"); // Log the current joystick mode
LK.setTimeout(function () {
targetingLine.showLine();
}, 250);
} else {
player.rightArm.rotation = 0;
player.leftArm.rotation = 0;
joystick.attachAsset('joystick', {
anchorX: 0.5,
anchorY: 0.5
});
targetingLine.hideLine(); // Hide targeting line
}
joystickDrag = false;
} else if (joystickDrag) {
joystickDrag = false;
joystick.x = joystickBasePosition.x;
joystick.y = joystickBasePosition.y;
}
});
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.hasBall && (player.trunk.intersects(ball) || player.rightLeg.intersects(ball) || player.leftLeg.intersects(ball))) {
ball.currentPlayer = player; // Assign the player to the ball's currentPlayer property
ball.catched();
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.isFollowTrajectory) {
ball.x = ball.currentPlayer.x;
if (isThrowingMode == 1) {
// Dynamically make the ball follow the player's hands position in throwing mode
// Calculate the middle position between the two hands
var middleHandX = (ball.currentPlayer.rightHand.x + ball.currentPlayer.leftHand.x) / 2 + ball.currentPlayer.x;
var middleHandY = (ball.currentPlayer.rightHand.y + ball.currentPlayer.leftHand.y) / 2 + ball.currentPlayer.y;
ball.x = middleHandX;
ball.y = middleHandY;
//Update the targeting line from the ball to the hoop
var distanceToHoop = Math.sqrt(Math.pow(basket.x - player.x, 2) + Math.pow(basket.y - player.y, 2));
// Calculate distanceImprecisionRatio based on distanceToHoop, clamped between 0.5 and 2
var distanceImprecisionRatio = Math.min(Math.max(distanceToHoop / 600, 1), 20);
targetPointXOffset += targetPointXOffsetDirection * targetPointXOffsetIncrement * distanceImprecisionRatio; // Increment or decrement offset by targetPointXOffsetIncrement
if (targetPointXOffset >= targetPointXOffsetBounds || targetPointXOffset <= -targetPointXOffsetBounds) {
targetPointXOffsetDirection *= -1; // Change direction when reaching targetPointXOffsetBounds or -targetPointXOffsetBounds
}
var targetPointX = basket.x + targetPointXOffset + (middleHandX - player.x),
targetPointY = basket.y;
targetingLine.updateLine(ball.x, ball.y, targetPointX, targetPointY);
// This line is removed to rely on updateLine method for visibility control
game.addChild(ball.currentPlayer); // Ensure player is in front by re-adding it to the game
} else if (ball.currentPlayer.isMovingUp === 0) {
targetingLine.hideLine();
ball.y = ball.currentPlayer.y + 150 + Math.sin(LK.ticks / (ball.currentPlayer.isMoving ? 4 : 7)) * 100;
game.addChild(ball); // Ensure ball is in front by re-adding it to the game
} else {
targetingLine.hideLine();
ball.y = ball.currentPlayer.y - 120 + Math.sin(LK.ticks / (ball.currentPlayer.isMoving ? 4 : 7)) * 50;
game.addChild(ball.currentPlayer); // Ensure player is in front by re-adding it to the game
}
}
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(basket.hoop) && ball.speedY > 0) {
score += 1;
scoreTxt.setText(score.toString());
//ball.reset(); //TEMP DEBUG !!!
}
// Reset ball if it goes off-screen
// Check Y boundaries for the ball
if (!ball.isFollowTrajectory) {
// when isFollowTrajectory might pass the top of screen
if (ball.y < 0 + ball.height / 2) {
ball.y = 0 + 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
@@ -61,10 +61,10 @@
} else {
// Otherwise, move progressively towards the next point
console.log("following...");
debugTxt.setText("following");
- self.x += dx * self.followingSpeed;
- self.y += dy * self.followingSpeed;
+ self.x += dx / distance * self.followingSpeed;
+ self.y += dy / distance * self.followingSpeed;
}
self.referenceX = null;
};
self.handleFalling = function () {