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Add a circle asset to the road class with a width and height of 500, black tint, and anchor of 0.5,0.5
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change the background colour to sky blue
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segment.rotation should be in radians
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create two new classes: A RoadSegment class that contains the roadSegment asset (with anchor of 0,1), and a Road class containing 30 RoadSegments equally rotated around the origin. Then create and show a Road instance in the middle of the screen
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Please fix the bug: 'TypeError: alpha is undefined' in or related to this line: 'numberText.setText(alpha.toFixed(1));' Line Number: 67
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display a number text in the top center of the screen
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Please fix the bug: 'TypeError: character.update is not a function' in or related to this line: 'character.update();' Line Number: 167
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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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/**** * 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; var lowerBaseOffset = 135; var footBaseOffset = 100; // Create and attach leg parts var upper = self.attachAsset('upperLeg', { rotation: upperBaseAngle, anchorY: 0.1, tint: config.tint || 0xFFFFFF }); var lower = self.addChild(new ConfigContainer({ y: lowerBaseOffset, tint: config.tint || 0xFFFFFF })); lower.attachAsset('lowerLeg', { anchorX: 0.65, tint: config.tint || 0xFFFFFF }); var foot = lower.attachAsset('foot', { y: footBaseOffset, anchorX: 0.2, anchorY: 0.05, tint: config.tint || 0xFFFFFF }); self.update = function (alpha) { var upperSwing = Math.sin(alpha * Math.PI * 2) * Math.PI / 4; // Swing between -45 and 45 degrees self.rotation = upperSwing; lower.rotation = Math.abs(-2 * upperSwing); }; }); 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, tint: config.tint || 0xFFFFFF }); var lower = self.attachAsset('lowerArm', { y: lowerBaseOffset, rotation: lowerBaseAngle + lowerHoldAngle, anchorX: 0.95, anchorY: 0.05, tint: config.tint || 0xFFFFFF }); self.update = function (alpha) { var upperSwing = Math.sin(alpha * Math.PI * 2) * Math.PI / 3; // Swing between -45 and 45 degrees var lowerSwing = -upperSwing / 2; self.rotation = -upperSwing; lower.rotation = lowerBaseAngle + lowerHoldAngle + lowerSwing; }; }); var Character = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); // Body settings var armOffsetX = 15; var armOffsetY = 30; var pelvisOffsetX = -15; var legOffsetX = 5; // Create and attach body parts var armRight = self.addChild(new CharacterArm({ y: armOffsetY, tint: 0x999999 })); var legRight = self.addChild(new CharacterLeg({ x: pelvisOffsetX + legOffsetX, tint: 0x999999 })); var torso = self.attachAsset('torso', { anchorX: 0.5 }); var head = self.attachAsset('head', { anchorX: 0.15, anchorY: 0.95 }); var pelvis = self.attachAsset('pelvis', { x: pelvisOffsetX, y: torso.height, anchorX: 0.5, anchorY: 0.2 }); var legLeft = self.addChild(new CharacterLeg({ x: pelvisOffsetX - legOffsetX })); var armLeft = self.addChild(new CharacterArm({ y: armOffsetY })); // Position body parts armLeft.x = -torso.width / 2 + armOffsetX; armRight.x = torso.width / 2 - armOffsetX; legLeft.y = torso.height + pelvis.height / 3; legRight.y = torso.height + pelvis.height / 3; // Add an empty update function to the Character class self.runAlpha = 0; self.update = function () { this.runAlpha += 0.01; armLeft.update(this.runAlpha); armRight.update(this.runAlpha - 0.5); legLeft.update(this.runAlpha); legRight.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
@@ -21,30 +21,34 @@
var CharacterLeg = ConfigContainer.expand(function (config) {
var self = ConfigContainer.call(this, config);
// Leg settings
var upperBaseAngle = Math.PI * 3 / 8;
- var lowerBaseOffset = 140;
+ var lowerBaseOffset = 135;
var footBaseOffset = 100;
// Create and attach leg parts
var upper = self.attachAsset('upperLeg', {
rotation: upperBaseAngle,
- anchorX: -0.05,
- anchorY: 0.1
+ anchorY: 0.1,
+ tint: config.tint || 0xFFFFFF
});
var lower = self.addChild(new ConfigContainer({
- y: lowerBaseOffset
+ y: lowerBaseOffset,
+ tint: config.tint || 0xFFFFFF
}));
lower.attachAsset('lowerLeg', {
- anchorX: 0.3
+ anchorX: 0.65,
+ tint: config.tint || 0xFFFFFF
});
var foot = lower.attachAsset('foot', {
y: footBaseOffset,
anchorX: 0.2,
- anchorY: 0.05
+ anchorY: 0.05,
+ tint: config.tint || 0xFFFFFF
});
self.update = function (alpha) {
var upperSwing = Math.sin(alpha * Math.PI * 2) * Math.PI / 4; // Swing between -45 and 45 degrees
self.rotation = upperSwing;
+ lower.rotation = Math.abs(-2 * upperSwing);
};
});
var CharacterArm = ConfigContainer.expand(function (config) {
var self = ConfigContainer.call(this, config);
@@ -56,18 +60,20 @@
// Create and attach arm parts
var upper = self.attachAsset('upperArm', {
rotation: upperBaseAngle,
anchorX: 0.85,
- anchorY: 0.25
+ anchorY: 0.25,
+ tint: config.tint || 0xFFFFFF
});
var lower = self.attachAsset('lowerArm', {
y: lowerBaseOffset,
rotation: lowerBaseAngle + lowerHoldAngle,
anchorX: 0.95,
- anchorY: 0.05
+ anchorY: 0.05,
+ tint: config.tint || 0xFFFFFF
});
self.update = function (alpha) {
- var upperSwing = Math.sin(alpha * Math.PI * 2) * Math.PI / 4; // Swing between -45 and 45 degrees
+ var upperSwing = Math.sin(alpha * Math.PI * 2) * Math.PI / 3; // Swing between -45 and 45 degrees
var lowerSwing = -upperSwing / 2;
self.rotation = -upperSwing;
lower.rotation = lowerBaseAngle + lowerHoldAngle + lowerSwing;
};
@@ -77,15 +83,17 @@
// Body settings
var armOffsetX = 15;
var armOffsetY = 30;
var pelvisOffsetX = -15;
- var legOffsetX = 15;
+ var legOffsetX = 5;
// Create and attach body parts
var armRight = self.addChild(new CharacterArm({
- y: armOffsetY
+ y: armOffsetY,
+ tint: 0x999999
}));
var legRight = self.addChild(new CharacterLeg({
- x: pelvisOffsetX + legOffsetX
+ x: pelvisOffsetX + legOffsetX,
+ tint: 0x999999
}));
var torso = self.attachAsset('torso', {
anchorX: 0.5
});
@@ -107,10 +115,10 @@
}));
// Position body parts
armLeft.x = -torso.width / 2 + armOffsetX;
armRight.x = torso.width / 2 - armOffsetX;
- legLeft.y = torso.height;
- legRight.y = torso.height;
+ legLeft.y = torso.height + pelvis.height / 3;
+ legRight.y = torso.height + pelvis.height / 3;
// Add an empty update function to the Character class
self.runAlpha = 0;
self.update = function () {
this.runAlpha += 0.01;
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.