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Please fix the bug: 'ReferenceError: body is not defined' in or related to this line: 'armLeft.x = -body.width / 2 + armOffsetX;' Line Number: 120
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rename the "body" asset to "torso" and rename any usages
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after creating the body asset in the character class, add a head asset with an anchor of 0.35, 0.95
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Please fix the bug: 'TypeError: self.getAsset is not a function' in or related to this line: 'var body = self.getAsset('body', {});' Line Number: 99
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Please fix the bug: 'TypeError: cyclic object value' in or related to this line: 'self.attachAsset(body, {});' Line Number: 106
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Code edit (1 edits merged)
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in the character update method, call the update method of the right and left arms, using the runAlpha as the alpha value
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Add a runAlpha variable to the Character class and increase its value by 0.02 in the update method, additionally, reduce the value by 1 if the value is >= 1
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Add a runAlpha variable to the Character class and increase its value in the update method
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Add an alpha = 0 variable to the character and increase its value by 0.02 in the update method reducing the value by 1 if it's value >= 1
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add an arm swinging animation to the CharacterArm's update function, these should be constructed from sinusoidal equations based on the alpha
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The CharacterArm and CharacterLeg classes should have empty update methods that takes in an alpha value
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Create an CharacterArm class and a CharacterLeg class, these should contain the respective upper and lower component images instead of the Character class
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add a basic running animation to the character in the update method
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the character should have 2 legs and 2 arms
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add an ontick even to the game which should call the created character's update method
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add an empty update function to the character class
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display a character in the middle of the screen
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Create a Character class that's a side-view of a person. It should be composed of different individual body parts: upper and lower arms, upper and lower legs, and the body (which will include the head).
/**** * Classes ****/ /** * config { * x : Number || 0, * y : Number || 0, * rotation : Number || 0, * } **/ var ConfigContainer = Container.expand(function (config) { var self = Container.call(this); config = config || {}; ; self.x = config.x || 0; self.y = config.y || 0; self.rotation = config.rotation || 0; ; return self; }); var CharacterLeg = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); // Leg settings var upperBaseAngle = Math.PI * 3 / 8; // Create and attach leg parts var upperLeg = self.attachAsset('upperLeg', { rotation: upperBaseAngle, anchorX: 0.15, anchorY: 0.25 }); var lowerLeg = self.attachAsset('lowerLeg', { anchorX: 0.5, anchorY: 0.5 }); // Position leg parts upperLeg.x = 0; upperLeg.y = 0; lowerLeg.x = upperLeg.x; lowerLeg.y = upperLeg.y + upperLeg.height; // Add an empty update function to the CharacterLeg class that takes in an alpha value self.update = function (alpha) {}; }); var CharacterArm = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); // Arm settings var upperBaseAngle = -Math.PI * 3 / 8; var lowerBaseAngle = -Math.PI / 4; var lowerHoldAngle = -Math.PI / 2; var lowerBaseOffset = 90; // Create and attach arm parts var upper = self.attachAsset('upperArm', { rotation: upperBaseAngle, anchorX: 0.85, anchorY: 0.25 }); var lower = self.attachAsset('lowerArm', { y: lowerBaseOffset, rotation: lowerBaseAngle + lowerHoldAngle, anchorX: 0.95, anchorY: 0.05 }); var upperDebug = self.attachAsset('blank', { anchorX: 0.5, scaleX: 0.05, scaleY: lowerBaseOffset / 100, tint: 0xFF0000 }); var lowerDebug = self.attachAsset('blank', { y: lowerBaseOffset, rotation: lowerHoldAngle, anchorX: 0.5, scaleX: 0.05, tint: 0xFF0000 }); // Add an empty update function to the CharacterArm class that takes in an alpha value self.update = function (alpha) { // Swing the arm using a sinusoidal equation based on alpha var upperSwing = Math.sin(alpha * Math.PI * 2) * Math.PI / 4; // Swing between -45 and 45 degrees var lowerSwing = -upperSwing / 2; self.rotation = -upperSwing; lower.rotation = lowerBaseAngle + lowerHoldAngle + lowerSwing; // Debugging lowerDebug.rotation = lower.rotation - lowerBaseAngle; }; }); var Character = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); // Body size settings var armOffsetX = 15; var armOffsetY = 30; // Create and attach body parts var armRight = self.addChild(new CharacterArm({ y: armOffsetY })); var legRight = self.addChild(new CharacterLeg()); var torso = self.attachAsset('torso', { anchorX: 0.5 }); var head = self.attachAsset('head', { anchorX: 0.15, anchorY: 0.95 }); var legLeft = self.addChild(new CharacterLeg()); var armLeft = self.addChild(new CharacterArm({ y: armOffsetY })); // Position body parts armLeft.x = -body.width / 2 + armOffsetX; armRight.x = body.width / 2 - armOffsetX; legLeft.x = -body.width / 4; legLeft.y = body.height; legRight.x = body.width / 4; legRight.y = body.height; // Add an empty update function to the Character class self.runAlpha = 0; self.update = function () { this.runAlpha += 0.001; armLeft.update(this.runAlpha); armRight.update(this.runAlpha - 0.5); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var character = game.addChild(new Character({ x: 2048 / 2, y: 2732 / 2 })); // Add an ontick event to the game which calls the character's update method LK.on('tick', function () { character.update(); });
===================================================================
--- original.js
+++ change.js
@@ -19,12 +19,15 @@
return self;
});
var CharacterLeg = ConfigContainer.expand(function (config) {
var self = ConfigContainer.call(this, config);
+ // Leg settings
+ var upperBaseAngle = Math.PI * 3 / 8;
// Create and attach leg parts
var upperLeg = self.attachAsset('upperLeg', {
- anchorX: 0.5,
- anchorY: 0.5
+ rotation: upperBaseAngle,
+ anchorX: 0.15,
+ anchorY: 0.25
});
var lowerLeg = self.attachAsset('lowerLeg', {
anchorX: 0.5,
anchorY: 0.5
@@ -89,13 +92,13 @@
var armRight = self.addChild(new CharacterArm({
y: armOffsetY
}));
var legRight = self.addChild(new CharacterLeg());
- var body = self.attachAsset('body', {
+ var torso = self.attachAsset('torso', {
anchorX: 0.5
});
var head = self.attachAsset('head', {
- anchorX: 0.35,
+ anchorX: 0.15,
anchorY: 0.95
});
var legLeft = self.addChild(new CharacterLeg());
var armLeft = self.addChild(new CharacterArm({
white
white
circle sliced into many pieces, flat image. 2d, white background, shadowless.
pixel art of a tall, tree. game asset, 2d, white background, shadowless.
Pixel art street lamp. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art cloud. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art sun. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.