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in the sun's update method, instead of scaling every frame, scale every 30 ticks
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add a sun asset in the sun class after the circles for-loop, with an alpha of 0.5
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In the sun class, create 10 circle assets at the origin, each one 100 units larger than the last, with the first having a width and height of 500. They should be also tinted yellow and have an alpha of 0.05
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Please fix the bug: 'TypeError: self is undefined' in or related to this line: 'self.attachAsset('circle', {' Line Number: 455
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In the sun class, create 10 circle assets at the origin, each one 100 units larger than the last, with the first having a width and height of 500. They should be also tinted yellow and have an alpha of 0.05. Make sure to keep the sun asset
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add the sun asset back
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In the sun class, create 10 circle assets at the origin, each one 100 units larger than the last, with the first having a width and height of 500. They should be also tinted yellow and have an alpha of 0.05
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Create a new Sun class to replace the sun asset
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show a sun asset at the top (slightly off screen), center of the screen
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Please fix the bug: 'ReferenceError: alpha is not defined' in or related to this line: 'if (alpha -= 0.1 < 0) {' Line Number: 164
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Please fix the bug: 'ReferenceError: fadeout is not defined' in or related to this line: 'if (fadeout && self.alpha > 0) {' Line Number: 163
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The first line of the generateBackground function should clear the background Container of any children
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before attaching the roadSegment asset to the RoadSegment class, attach an empty Container class
/**** * 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; if (config.scale !== undefined || config.scaleX !== undefined || config.scaleY !== undefined) { var scaleX = config.scaleX !== undefined ? config.scaleX : config.scale !== undefined ? config.scale : 1; var scaleY = config.scaleY !== undefined ? config.scaleY : config.scale !== undefined ? config.scale : 1; self.scale.set(scaleX, scaleY); } ; return self; }); var Sun = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); for (var i = 0; i < 10; i++) { self.attachAsset('circle', { width: 500 + 200 * i, height: 500 + 200 * i, color: 0xFFFF00, alpha: 0.1, anchorX: 0.5, anchorY: 0.5 }); } var sunAsset = self.attachAsset('sun', { anchorX: 0.5075, anchorY: 0.5, alpha: 0.75 }); ; self.update = update; ; function update() { if (LK.ticks % 30 == 0) { sunAsset.scale.x *= -1; } } }); var RoadSegment = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); var background = self.addChild(new Container()); self.attachAsset('roadSegment', { anchorX: 1, anchorY: 1 }); self.attachAsset('roadSegment', { anchorX: 1, anchorY: 1, scaleX: 0.95, scaleY: 0.95, tint: 0x555555 }); if (config.index % 3 === 0) { attachAssetRadial(self, 'square', { offset: 200, width: 100, height: 10, anchorR: 0.5, anchorX: 0.5, anchorY: 0.5 }); } ; self.update = update; self.regenerate = regenerate; self.fadeout = false; self.scaling = config.scale; self.stepHeight = self.scaling * ROAD_SEGMENT_HEIGHT; self.stepChance = config.stepChance; self.previous = config.previous; ; function attachAssetRadial(parent, asset, obj) { var offsetTotal = ROAD_SEGMENT_HEIGHT - (obj.offset || 10); var rotation = -(1 - obj.anchorR) * ROAD_SEGMENT_ANGLE; parent.attachAsset(asset, { x: Math.sin(rotation) * offsetTotal, y: Math.cos(rotation) * -offsetTotal, width: obj.width, height: obj.height, anchorX: obj.anchorX, anchorY: obj.anchorY, scaleX: obj.scaleX || 1, scaleY: obj.scaleY || 1, rotation: (obj.rotation || 0) + rotation }); } function generateBackground() { background.removeChildren(); var plantCount = Math.floor(Math.random() * (ROAD_GEN_PLANT_MAX + 1)); if (Math.random() < ROAD_GEN_TREE_CHANCE) { var treeIndex = Math.floor(Math.random() * ROAD_GEN_TREE_ASSETS); var scale = 0.9 + 0.2 * Math.random(); attachAssetRadial(background, 'tree' + treeIndex, { anchorR: 0.4 + 0.2 * Math.random(), anchorX: 0.5, anchorY: 1, scaleX: scale, scaleY: scale }); } for (var i = 0; i < plantCount; i++) { var plantIndex = Math.floor(Math.random() * ROAD_GEN_PLANT_ASSETS); var scale = 0.9 + 0.2 * Math.random(); attachAssetRadial(background, 'plant' + plantIndex, { anchorR: 0.1 + 0.8 * Math.random(), anchorX: 0.5, anchorY: 1, scaleX: Math.random() < 0.5 ? -scale : scale, scaleY: scale }); } if (Math.random() < ROAD_GEN_CLOUD_CHANCE) { var cloudIndex = Math.floor(Math.random() * ROAD_GEN_CLOUD_ASSETS); var scale = 1.0 + 1.5 * Math.random(); attachAssetRadial(background, 'cloud' + cloudIndex, { offset: -800, anchorR: -1.0 + 2.0 * Math.random(), anchorX: 0.5, anchorY: 0.5, scaleX: scale, scaleY: scale }); } } function regenerate() { var stepChance = self.previous.stepChance; var stepUp = self.previous.scaling < ROAD_SCALE_MAX ? Math.random() < self.stepChance : false; var stepDown = self.previous.scaling > ROAD_SCALE_MIN ? Math.random() < self.stepChance : false; if (stepUp || stepDown) { if (stepUp && stepDown) { if (Math.random() < 0.5) { stepDown = false; } else { stepUp = false; } } self.scaling = self.previous.scaling += ROAD_SCALE_STEP * (stepUp ? 1 : -1); self.stepChance = ROAD_STEP_CHANCE_BASE; } else { self.scaling = self.previous.scaling; self.stepChance = self.previous.stepChance + ROAD_STEP_CHANCE_INCREMENT; } generateBackground(); self.fadeout = false; self.scale.set(self.scaling); self.stepHeight = self.scaling * ROAD_SEGMENT_HEIGHT; } function update() { if (self.fadeout && self.alpha > 0) { if ((self.alpha -= ROAD_SEGMENT_FADEOUT) < 0) { self.alpha = 0; } } else if (!self.fadeout && self.alpha < 1) { if ((self.alpha += ROAD_SEGMENT_FADEOUT) > 1) { self.alpha = 1; } } } }); var Road = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); var segments = []; for (var i = 0; i < ROAD_SEGMENT_COUNT; i++) { var segment = segments[i] = self.addChild(new RoadSegment({ index: i, previous: i > 0 ? segments[i - 1] : undefined, rotation: i * ROAD_SEGMENT_ANGLE, stepChance: ROAD_STEP_CHANCE_BASE, scale: ROAD_SCALE_BASE })); if (i === ROAD_SEGMENT_COUNT - 1) { segments[0].previous = segment; } if (i >= ROAD_FREE_RUN_COUNT) { segment.regenerate(); } } self.attachAsset('circle', { width: 500, height: 500, tint: 0x222222, anchorX: 0.5, anchorY: 0.5 }); self.attachAsset('circle', { width: 485, height: 485, tint: 0x87CEEB, anchorX: 0.5, anchorY: 0.5 }); var destroyIndex = -1; var regenerateIndex = -1; ; self.update = update; self.getIndex = getIndex; self.getNode = getNode; ; function update() { self.rotation -= PLAYER_ROTATIONAL_SPEED; var newDestroyIndex = getIndex(ROAD_SEGMENT_DESTROY); var newRegenerateIndex = getIndex(20); // TEMP if (newDestroyIndex >= 0 && newDestroyIndex !== destroyIndex && !segments[newDestroyIndex].fadeout) { destroyIndex = newDestroyIndex; segments[destroyIndex].fadeout = true; } if (newRegenerateIndex >= 0 && newRegenerateIndex !== regenerateIndex && segments[newRegenerateIndex].fadeout) { regenerateIndex = newRegenerateIndex; segments[regenerateIndex].regenerate(); } } function getIndex(shift) { return Math.floor(-self.rotation / MATH_2_PI * ROAD_SEGMENT_COUNT + (shift || 0) + 1) % ROAD_SEGMENT_COUNT; } function getNode(shift) { return segments[getIndex(shift)]; } }); var PlayerBody = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); // Animation settings var animation = animationRun; var alpha = 0; var blendAnimation = undefined; var blendDecrement = 0; var blendAlpha = 0; // Body settings var bodyOffsetY = config.y || 0; var pelvisOffsetX = -15; var armUpperAngle = -3 * MATH_EIGHTH_PI; var armUpperOffsetX = 15; var armUpperOffsetY = 30; var armLowerAngle = -MATH_QUARTER_PI; var armLowerOffsetY = 90; var legUpperAngle = 3 * MATH_EIGHTH_PI; var legUpperOffsetX = 5; var legLowerOffsetY = 135; var footOffsetY = 100; // Create and attach body parts var armUpperRight = self.addChild(new ConfigContainer({ y: armUpperOffsetY })); var legUpperRight = self.addChild(new ConfigContainer({ x: pelvisOffsetX + legUpperOffsetX })); 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, tint: 0xAAAAAA }); var legUpperLeft = self.addChild(new ConfigContainer({ x: pelvisOffsetX - legUpperOffsetX })); var armUpperLeft = self.addChild(new ConfigContainer({ y: armUpperOffsetY })); // Arm extensions armUpperRight.attachAsset('upperArm', { rotation: armUpperAngle, anchorX: 0.85, anchorY: 0.25, tint: 0x777777 }); armUpperLeft.attachAsset('upperArm', { rotation: armUpperAngle, anchorX: 0.85, anchorY: 0.25 }); var armLowerRight = armUpperRight.attachAsset('lowerArm', { y: armLowerOffsetY, rotation: armLowerAngle, anchorX: 0.95, anchorY: 0.05, tint: config.tint || 0xFFFFFF }); var armLowerLeft = armUpperLeft.attachAsset('lowerArm', { y: armLowerOffsetY, rotation: armLowerAngle, anchorX: 0.95, anchorY: 0.05 }); // Leg extensions legUpperRight.attachAsset('upperLeg', { rotation: legUpperAngle, anchorY: 0.1, tint: 0x777777 }); legUpperLeft.attachAsset('upperLeg', { rotation: legUpperAngle, anchorY: 0.1 }); var legLowerRight = legUpperRight.attachAsset('lowerLeg', { y: legLowerOffsetY, anchorX: 0.65, tint: 0x777777 }); var legLowerLeft = legUpperLeft.attachAsset('lowerLeg', { y: legLowerOffsetY, anchorX: 0.65, tint: 0x777777 }); var footRight = legLowerRight.attachAsset('foot', { y: footOffsetY, anchorX: 0.2, anchorY: 0.05, tint: 0x777777 }); var footLeft = legLowerLeft.attachAsset('foot', { y: footOffsetY, anchorX: 0.2, anchorY: 0.05, tint: 0x777777 }); // Additional positioning armUpperLeft.x = -torso.width / 2 + armUpperOffsetX; armUpperRight.x = torso.width / 2 - armUpperOffsetX; legUpperLeft.y = torso.height + pelvis.height / 3; legUpperRight.y = torso.height + pelvis.height / 3; ; self.animate = animate; self.pushAnimation = pushAnimation; ; function animate(increment) { alpha = (alpha + increment) % 1; if (blendAlpha > 0) { if ((blendAlpha -= blendDecrement) <= 0) { blendAlpha = 0; blendAnimation = undefined; } } var pose = animation(alpha); var blendPose = blendAnimation && blendAnimation(alpha); self.y = animateProperty(pose, blendPose, blendAlpha, 'BODY_OFFSET', bodyOffsetY); head.rotation = animateProperty(pose, blendPose, blendAlpha, 'HEAD_ROTATION'); armUpperRight.rotation = animateProperty(pose, blendPose, blendAlpha, 'ARM_UPPER_RIGHT_ROTATION'); armUpperLeft.rotation = animateProperty(pose, blendPose, blendAlpha, 'ARM_UPPER_LEFT_ROTATION'); armLowerRight.rotation = animateProperty(pose, blendPose, blendAlpha, 'ARM_LOWER_RIGHT_ROTATION'); armLowerLeft.rotation = animateProperty(pose, blendPose, blendAlpha, 'ARM_LOWER_LEFT_ROTATION'); legUpperRight.rotation = animateProperty(pose, blendPose, blendAlpha, 'LEG_UPPER_RIGHT_ROTATION'); legUpperLeft.rotation = animateProperty(pose, blendPose, blendAlpha, 'LEG_UPPER_LEFT_ROTATION'); legLowerRight.rotation = animateProperty(pose, blendPose, blendAlpha, 'LEG_LOWER_RIGHT_ROTATION'); legLowerLeft.rotation = animateProperty(pose, blendPose, blendAlpha, 'LEG_LOWER_LEFT_ROTATION'); footRight.rotation = animateProperty(pose, blendPose, blendAlpha, 'FOOT_RIGHT_ROTATION'); footLeft.rotation = animateProperty(pose, blendPose, blendAlpha, 'FOOT_LEFT_ROTATION'); } function pushAnimation(newAnimation, newBlendDecrement) { blendDecrement = newBlendDecrement; if (newAnimation !== animation) { blendAnimation = animation; animation = newAnimation; blendAlpha = 1; } } ; animate(0); }); var Player = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); var body = self.addChild(new PlayerBody({ y: -370 })); var baseY = config.y; ; self.update = update; ; function update() { var node = road.getNode(); body.animate(0.02); self.y = baseY - node.stepHeight; // self.scale.set(0.5 * node.scaling); } }); var CharacterLeg = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); // Leg settings var upperBaseAngle = Math.PI * 3 / 8; var lowerBaseOffset = 135; var lowerHoldAngle = Math.PI / 8; 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.animate = animate; ; function animate(alpha) { var sinusoidal = Math.cos(alpha * Math.PI * 2); var upperSwing = sinusoidal * Math.PI / 3; self.rotation = upperSwing; lower.rotation = lowerHoldAngle + (alpha <= 0.5 ? Math.PI / 3 + (1 - Math.abs(sinusoidal)) * Math.PI / 6 : Math.abs(-upperSwing)); foot.rotation = Math.max(0, upperSwing * 2 / 3) - lowerHoldAngle; } }); var CharacterBody = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); // Body settings var baseY = config.y || 0; 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: 0x777777 })); var legRight = self.addChild(new CharacterLeg({ x: pelvisOffsetX + legOffsetX, tint: 0x777777 })); 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, tint: 0xAAAAAA }); 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; ; self.runAlpha = 0; self.animate = animate; ; function animate() { this.runAlpha += 0.02; var sinusoidal = Math.cos(this.runAlpha * Math.PI * 4); armLeft.animate(this.runAlpha % 1); armRight.animate((this.runAlpha - 0.5) % 1); legLeft.animate(this.runAlpha % 1); legRight.animate((this.runAlpha - 0.5) % 1); self.y = baseY + sinusoidal * 10; head.rotation = (1 + sinusoidal) * Math.PI / 32; } }); var CharacterArm = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); // Arm settings var upperBaseAngle = -Math.PI * 3 / 8; var upperOffsetAngle = Math.PI / 5; var lowerBaseAngle = -Math.PI / 4; var lowerHoldAngle = -Math.PI * 5 / 8; 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.animate = animate; ; function animate(alpha) { var upperSwing = Math.cos(alpha * Math.PI * 2) * Math.PI / 4; // Swing between -45 and 45 degrees var lowerSwing = -upperSwing / 2; self.rotation = -upperSwing + upperOffsetAngle; lower.rotation = lowerBaseAngle + lowerHoldAngle + lowerSwing; } }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue color }); /**** * Game Code ****/ ; //============================================================================== // Global constants & settings //============================================================================== ; // Math constants / pre-calculations var MATH_2_PI = Math.PI * 2; var MATH_4_PI = Math.PI * 4; var MATH_HALF_PI = Math.PI / 2; var MATH_THIRD_PI = Math.PI / 3; var MATH_QUARTER_PI = Math.PI / 4; var MATH_FIFTH_PI = Math.PI / 5; var MATH_SIXTH_PI = Math.PI / 5; var MATH_EIGHTH_PI = Math.PI / 8; ; // Game Constants var GAME_TICKS = 60; var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; ; // Road Constants var ROAD_SEGMENT_COUNT = 30; var ROAD_SEGMENT_ANGLE = MATH_2_PI / ROAD_SEGMENT_COUNT; var ROAD_SEGMENT_HEIGHT = 1000; var ROAD_SEGMENT_DESTROY = -2; var ROAD_SEGMENT_FADEOUT = 0.015; var ROAD_FREE_RUN_COUNT = 5; var ROAD_SCALE_BASE = 0.7; var ROAD_SCALE_STEP = 0.1; var ROAD_SCALE_MAX = 1.0; var ROAD_SCALE_MIN = 0.4; var ROAD_STEP_CHANCE_BASE = 0.1; var ROAD_STEP_CHANCE_INCREMENT = 0.5; var ROAD_GEN_PLANT_ASSETS = 3; var ROAD_GEN_PLANT_MAX = 3; var ROAD_GEN_TREE_ASSETS = 4; var ROAD_GEN_TREE_CHANCE = 0.1; var ROAD_GEN_CLOUD_ASSETS = 4; var ROAD_GEN_CLOUD_CHANCE = 0.2; // Player Constants var PLAYER_ROTATIONAL_SPEED = MATH_2_PI / (GAME_TICKS * 10); // 10s to complete a revolution ; // Game Instances var sun = game.addChild(new Sun({ x: GAME_WIDTH / 2, y: 50 })); var road = game.addChild(new Road({ x: GAME_WIDTH / 2, y: GAME_HEIGHT - GAME_WIDTH / 2 })); var player = game.addChild(new Player({ x: road.x, y: road.y, scale: 0.5 })); ; // Animations & handlers function animateProperty(animationPose, blendPose, blendAlpha, key, baseValue) { var animationPoseValue = (animationPose || {})[key] || 0; var blendPoseValue = (blendPose || {})[key] || 0; return (baseValue || 0) + animationPoseValue * (1 - blendAlpha) + blendPoseValue * blendAlpha; } function animationRun(alpha) { // Animation constants var armUpperAngle = MATH_FIFTH_PI; var armLowerAngle = -5 * MATH_EIGHTH_PI; var legLowerAngle = MATH_EIGHTH_PI; // Sinusoidals var doubleSinusoidal = Math.sin(MATH_4_PI * alpha); var rightSinusoidal = Math.sin(MATH_2_PI * alpha); var leftSinusoidal = Math.sin(MATH_2_PI * (alpha + 0.5)); // Animation calculations var armUpperRightSwing = -rightSinusoidal * MATH_QUARTER_PI; var armUpperLeftSwing = -leftSinusoidal * MATH_QUARTER_PI; var legUpperRightSwing = rightSinusoidal * MATH_THIRD_PI; var legUpperLeftSwing = leftSinusoidal * MATH_THIRD_PI; return { BODY_OFFSET: doubleSinusoidal * 10, HEAD_ROTATION: (1 + doubleSinusoidal) * Math.PI / 32, ARM_UPPER_RIGHT_ROTATION: armUpperAngle + armUpperRightSwing, ARM_UPPER_LEFT_ROTATION: armUpperAngle + armUpperLeftSwing, ARM_LOWER_RIGHT_ROTATION: armLowerAngle + armUpperRightSwing / 2, ARM_LOWER_LEFT_ROTATION: armLowerAngle + armUpperLeftSwing / 2, LEG_UPPER_RIGHT_ROTATION: legUpperRightSwing, LEG_UPPER_LEFT_ROTATION: legUpperLeftSwing, LEG_LOWER_RIGHT_ROTATION: legLowerAngle + (alpha > 0.5 ? MATH_THIRD_PI + (1 - Math.abs(rightSinusoidal)) * MATH_SIXTH_PI : Math.abs(-legUpperRightSwing)), LEG_LOWER_LEFT_ROTATION: legLowerAngle + (alpha <= 0.5 ? MATH_THIRD_PI + (1 - Math.abs(leftSinusoidal)) * MATH_SIXTH_PI : Math.abs(-legUpperLeftSwing)), FOOT_RIGHT_ROTATION: Math.max(0, legUpperRightSwing * 2 / 3) - legLowerAngle, FOOT_LEFT_ROTATION: Math.max(0, legUpperLeftSwing * 2 / 3) - legLowerAngle }; } function animationJump(alpha) { return {}; } function animationStand(alpha) { return {}; }
===================================================================
--- original.js
+++ change.js
@@ -35,9 +35,9 @@
anchorY: 0.5
});
}
var sunAsset = self.attachAsset('sun', {
- anchorX: 0.5,
+ anchorX: 0.5075,
anchorY: 0.5,
alpha: 0.75
});
;
@@ -228,8 +228,171 @@
function getNode(shift) {
return segments[getIndex(shift)];
}
});
+var PlayerBody = ConfigContainer.expand(function (config) {
+ var self = ConfigContainer.call(this, config);
+ // Animation settings
+ var animation = animationRun;
+ var alpha = 0;
+ var blendAnimation = undefined;
+ var blendDecrement = 0;
+ var blendAlpha = 0;
+ // Body settings
+ var bodyOffsetY = config.y || 0;
+ var pelvisOffsetX = -15;
+ var armUpperAngle = -3 * MATH_EIGHTH_PI;
+ var armUpperOffsetX = 15;
+ var armUpperOffsetY = 30;
+ var armLowerAngle = -MATH_QUARTER_PI;
+ var armLowerOffsetY = 90;
+ var legUpperAngle = 3 * MATH_EIGHTH_PI;
+ var legUpperOffsetX = 5;
+ var legLowerOffsetY = 135;
+ var footOffsetY = 100;
+ // Create and attach body parts
+ var armUpperRight = self.addChild(new ConfigContainer({
+ y: armUpperOffsetY
+ }));
+ var legUpperRight = self.addChild(new ConfigContainer({
+ x: pelvisOffsetX + legUpperOffsetX
+ }));
+ 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,
+ tint: 0xAAAAAA
+ });
+ var legUpperLeft = self.addChild(new ConfigContainer({
+ x: pelvisOffsetX - legUpperOffsetX
+ }));
+ var armUpperLeft = self.addChild(new ConfigContainer({
+ y: armUpperOffsetY
+ }));
+ // Arm extensions
+ armUpperRight.attachAsset('upperArm', {
+ rotation: armUpperAngle,
+ anchorX: 0.85,
+ anchorY: 0.25,
+ tint: 0x777777
+ });
+ armUpperLeft.attachAsset('upperArm', {
+ rotation: armUpperAngle,
+ anchorX: 0.85,
+ anchorY: 0.25
+ });
+ var armLowerRight = armUpperRight.attachAsset('lowerArm', {
+ y: armLowerOffsetY,
+ rotation: armLowerAngle,
+ anchorX: 0.95,
+ anchorY: 0.05,
+ tint: config.tint || 0xFFFFFF
+ });
+ var armLowerLeft = armUpperLeft.attachAsset('lowerArm', {
+ y: armLowerOffsetY,
+ rotation: armLowerAngle,
+ anchorX: 0.95,
+ anchorY: 0.05
+ });
+ // Leg extensions
+ legUpperRight.attachAsset('upperLeg', {
+ rotation: legUpperAngle,
+ anchorY: 0.1,
+ tint: 0x777777
+ });
+ legUpperLeft.attachAsset('upperLeg', {
+ rotation: legUpperAngle,
+ anchorY: 0.1
+ });
+ var legLowerRight = legUpperRight.attachAsset('lowerLeg', {
+ y: legLowerOffsetY,
+ anchorX: 0.65,
+ tint: 0x777777
+ });
+ var legLowerLeft = legUpperLeft.attachAsset('lowerLeg', {
+ y: legLowerOffsetY,
+ anchorX: 0.65,
+ tint: 0x777777
+ });
+ var footRight = legLowerRight.attachAsset('foot', {
+ y: footOffsetY,
+ anchorX: 0.2,
+ anchorY: 0.05,
+ tint: 0x777777
+ });
+ var footLeft = legLowerLeft.attachAsset('foot', {
+ y: footOffsetY,
+ anchorX: 0.2,
+ anchorY: 0.05,
+ tint: 0x777777
+ });
+ // Additional positioning
+ armUpperLeft.x = -torso.width / 2 + armUpperOffsetX;
+ armUpperRight.x = torso.width / 2 - armUpperOffsetX;
+ legUpperLeft.y = torso.height + pelvis.height / 3;
+ legUpperRight.y = torso.height + pelvis.height / 3;
+ ;
+ self.animate = animate;
+ self.pushAnimation = pushAnimation;
+ ;
+ function animate(increment) {
+ alpha = (alpha + increment) % 1;
+ if (blendAlpha > 0) {
+ if ((blendAlpha -= blendDecrement) <= 0) {
+ blendAlpha = 0;
+ blendAnimation = undefined;
+ }
+ }
+ var pose = animation(alpha);
+ var blendPose = blendAnimation && blendAnimation(alpha);
+ self.y = animateProperty(pose, blendPose, blendAlpha, 'BODY_OFFSET', bodyOffsetY);
+ head.rotation = animateProperty(pose, blendPose, blendAlpha, 'HEAD_ROTATION');
+ armUpperRight.rotation = animateProperty(pose, blendPose, blendAlpha, 'ARM_UPPER_RIGHT_ROTATION');
+ armUpperLeft.rotation = animateProperty(pose, blendPose, blendAlpha, 'ARM_UPPER_LEFT_ROTATION');
+ armLowerRight.rotation = animateProperty(pose, blendPose, blendAlpha, 'ARM_LOWER_RIGHT_ROTATION');
+ armLowerLeft.rotation = animateProperty(pose, blendPose, blendAlpha, 'ARM_LOWER_LEFT_ROTATION');
+ legUpperRight.rotation = animateProperty(pose, blendPose, blendAlpha, 'LEG_UPPER_RIGHT_ROTATION');
+ legUpperLeft.rotation = animateProperty(pose, blendPose, blendAlpha, 'LEG_UPPER_LEFT_ROTATION');
+ legLowerRight.rotation = animateProperty(pose, blendPose, blendAlpha, 'LEG_LOWER_RIGHT_ROTATION');
+ legLowerLeft.rotation = animateProperty(pose, blendPose, blendAlpha, 'LEG_LOWER_LEFT_ROTATION');
+ footRight.rotation = animateProperty(pose, blendPose, blendAlpha, 'FOOT_RIGHT_ROTATION');
+ footLeft.rotation = animateProperty(pose, blendPose, blendAlpha, 'FOOT_LEFT_ROTATION');
+ }
+ function pushAnimation(newAnimation, newBlendDecrement) {
+ blendDecrement = newBlendDecrement;
+ if (newAnimation !== animation) {
+ blendAnimation = animation;
+ animation = newAnimation;
+ blendAlpha = 1;
+ }
+ }
+ ;
+ animate(0);
+});
+var Player = ConfigContainer.expand(function (config) {
+ var self = ConfigContainer.call(this, config);
+ var body = self.addChild(new PlayerBody({
+ y: -370
+ }));
+ var baseY = config.y;
+ ;
+ self.update = update;
+ ;
+ function update() {
+ var node = road.getNode();
+ body.animate(0.02);
+ self.y = baseY - node.stepHeight;
+ // self.scale.set(0.5 * node.scaling);
+ }
+});
var CharacterLeg = ConfigContainer.expand(function (config) {
var self = ConfigContainer.call(this, config);
// Leg settings
var upperBaseAngle = Math.PI * 3 / 8;
@@ -308,9 +471,9 @@
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.animate = animate;
;
function animate() {
@@ -355,24 +518,8 @@
self.rotation = -upperSwing + upperOffsetAngle;
lower.rotation = lowerBaseAngle + lowerHoldAngle + lowerSwing;
}
});
-var Character = ConfigContainer.expand(function (config) {
- var self = ConfigContainer.call(this, config);
- var body = self.addChild(new CharacterBody({
- y: -370
- }));
- var baseY = config.y;
- ;
- self.update = update;
- ;
- function update() {
- var node = road.getNode();
- body.animate();
- self.y = baseY - node.stepHeight;
- self.scale.set(0.5 * node.scaling);
- }
-});
/****
* Initialize Game
****/
@@ -389,12 +536,15 @@
//==============================================================================
;
// Math constants / pre-calculations
var MATH_2_PI = Math.PI * 2;
+var MATH_4_PI = Math.PI * 4;
var MATH_HALF_PI = Math.PI / 2;
+var MATH_THIRD_PI = Math.PI / 3;
var MATH_QUARTER_PI = Math.PI / 4;
-var MATH_HALF_ROOT_3 = Math.sqrt(3) / 2; // Required by: TEXT_OFFSETS, BorderedText, BorderedSymbol, BorderedShape, SymbolText
-var MATH_APPROX_ZERO = 0.0000001;
+var MATH_FIFTH_PI = Math.PI / 5;
+var MATH_SIXTH_PI = Math.PI / 5;
+var MATH_EIGHTH_PI = Math.PI / 8;
;
// Game Constants
var GAME_TICKS = 60;
var GAME_WIDTH = 2048;
@@ -404,9 +554,9 @@
var ROAD_SEGMENT_COUNT = 30;
var ROAD_SEGMENT_ANGLE = MATH_2_PI / ROAD_SEGMENT_COUNT;
var ROAD_SEGMENT_HEIGHT = 1000;
var ROAD_SEGMENT_DESTROY = -2;
-var ROAD_SEGMENT_FADEOUT = 0.02;
+var ROAD_SEGMENT_FADEOUT = 0.015;
var ROAD_FREE_RUN_COUNT = 5;
var ROAD_SCALE_BASE = 0.7;
var ROAD_SCALE_STEP = 0.1;
var ROAD_SCALE_MAX = 1.0;
@@ -430,17 +580,48 @@
var road = game.addChild(new Road({
x: GAME_WIDTH / 2,
y: GAME_HEIGHT - GAME_WIDTH / 2
}));
-var character = game.addChild(new Character({
+var player = game.addChild(new Player({
x: road.x,
y: road.y,
scale: 0.5
}));
;
-// Animations
+// Animations & handlers
+function animateProperty(animationPose, blendPose, blendAlpha, key, baseValue) {
+ var animationPoseValue = (animationPose || {})[key] || 0;
+ var blendPoseValue = (blendPose || {})[key] || 0;
+ return (baseValue || 0) + animationPoseValue * (1 - blendAlpha) + blendPoseValue * blendAlpha;
+}
function animationRun(alpha) {
- return {};
+ // Animation constants
+ var armUpperAngle = MATH_FIFTH_PI;
+ var armLowerAngle = -5 * MATH_EIGHTH_PI;
+ var legLowerAngle = MATH_EIGHTH_PI;
+ // Sinusoidals
+ var doubleSinusoidal = Math.sin(MATH_4_PI * alpha);
+ var rightSinusoidal = Math.sin(MATH_2_PI * alpha);
+ var leftSinusoidal = Math.sin(MATH_2_PI * (alpha + 0.5));
+ // Animation calculations
+ var armUpperRightSwing = -rightSinusoidal * MATH_QUARTER_PI;
+ var armUpperLeftSwing = -leftSinusoidal * MATH_QUARTER_PI;
+ var legUpperRightSwing = rightSinusoidal * MATH_THIRD_PI;
+ var legUpperLeftSwing = leftSinusoidal * MATH_THIRD_PI;
+ return {
+ BODY_OFFSET: doubleSinusoidal * 10,
+ HEAD_ROTATION: (1 + doubleSinusoidal) * Math.PI / 32,
+ ARM_UPPER_RIGHT_ROTATION: armUpperAngle + armUpperRightSwing,
+ ARM_UPPER_LEFT_ROTATION: armUpperAngle + armUpperLeftSwing,
+ ARM_LOWER_RIGHT_ROTATION: armLowerAngle + armUpperRightSwing / 2,
+ ARM_LOWER_LEFT_ROTATION: armLowerAngle + armUpperLeftSwing / 2,
+ LEG_UPPER_RIGHT_ROTATION: legUpperRightSwing,
+ LEG_UPPER_LEFT_ROTATION: legUpperLeftSwing,
+ LEG_LOWER_RIGHT_ROTATION: legLowerAngle + (alpha > 0.5 ? MATH_THIRD_PI + (1 - Math.abs(rightSinusoidal)) * MATH_SIXTH_PI : Math.abs(-legUpperRightSwing)),
+ LEG_LOWER_LEFT_ROTATION: legLowerAngle + (alpha <= 0.5 ? MATH_THIRD_PI + (1 - Math.abs(leftSinusoidal)) * MATH_SIXTH_PI : Math.abs(-legUpperLeftSwing)),
+ FOOT_RIGHT_ROTATION: Math.max(0, legUpperRightSwing * 2 / 3) - legLowerAngle,
+ FOOT_LEFT_ROTATION: Math.max(0, legUpperLeftSwing * 2 / 3) - legLowerAngle
+ };
}
function animationJump(alpha) {
return {};
}
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.