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Davul yazilarını kaldır.
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Please fix the bug: 'Cannot read properties of undefined (reading 'slice')' in or related to this line: 'drumJump._actionSequence = shuffleArray(puppetActions.slice());' Line Number: 407
User prompt
Hangi davulun hangi işlevi çalıştıracak ve hangi basışta çalıştıracak tum bunlar rastgele olsun. Üzerine yazma işlevleri
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BeatPuppet
Initial prompt
BeatPuppet adında bir oyun yapmak istiyorum. Zeminde bir platform. Sağ alt köşede bir bitiş tabelası. Ekranın ortasında büyük bir davul ve büyuk davulun sol alt sol úst sağ alt ve sağ üstünde orta büyüklükte davullar ekle. Bu davullara basılinca ses cıksın. Zeminde sol altta orta büyüklükte bir kukla olacak bu kuklanın baş, boyun, omuz,kol,dirsek, el bilegi, el, vücut, kalça, bacak, diz, ayak bilegi, ayak gibi detayları olacak. Davullara atanacak 5 işlev olacak. Bu 5 işlevi davullarin herbiri her basışta farkĺı bir işlevi çalıstiracaklar. 1. İşlev kuklayı sola doğru başından çeker. 2. İslev yine başından sağa dogrü çeker. 3. İslev kuklayı dizlerinden yukarı zıplatir. 4. İşlev kuklayı yere oturtur. 5. İslev kuklayı ayağa kaldirir. Tüm kukla uzuvları birbirine ik kinematik veya fizik motor veya bone sistemi olarak bağli olacak ve ona gore her biri birbiriyle bağlantılı olarak hareket edeckler. Kukla sağdaki bitiş tabelasına varırsa oyun kazanılir. Oyunda toplam 60 sn sürer ve 1 dakikadan dan geriye saniyel olarak azalır. 01:00, fornatında büyuk fontta süre saniye saniye azalır. Òrnek 1 sn geçince 00:59 şeklinde devam eder.. sure bitince yani 00:00 olunca oyun kaybedilir. Game over olur. Arkaplana asset ekle siyah renkte sonra bir resim ekleriz. Bu yazdıkarimi upit.com icin ava icin prompt yap ChatGPT: İşte yazdıklarını Upit.com gibi AI video veya görsel üretim araçlarında kullanabileceğin şekilde düzenlenmiş, açık ve detaylı bir AI Prompt: Prompt (BeatPuppet oyunu için): Create a 2.5D game scene called "BeatPuppet". The background is plain black (temporary placeholder, to be replaced with an image later). • The ground is a flat platform stretching horizontally. • In the bottom-right corner, place a "Finish" sign. • In the center of the screen, add one large drum. • Around the large drum, place four medium drums at these positions: bottom-left, top-left, bottom-right, and top-right of the main drum. Each medium drum plays a sound when clicked or tapped. Each drum also triggers one of five random puppet actions (rotating through them on each press): • Pull the puppet’s head left. • Pull the puppet’s head right. • Jump the puppet up from its knees. • Make the puppet sit down. • Make the puppet stand up. In the bottom-left corner of the platform, place a medium-sized puppet. This puppet has a full-body structure with detailed parts: head, neck, shoulders, arms, elbows, wrists, hands, torso, hips, legs, knees, ankles, and feet — all physically connected using inverse kinematics or a physics-based bone system. The puppet should move naturally based on which part is pulled. The goal is to guide the puppet to the Finish sign. If the puppet touches the sign, the player wins. There is a large countdown timer at the top of the screen in the format MM:SS. It starts at 01:00 and counts down every second (00:59, 00:58, ...). If it reaches 00:00, the player loses and a "Game Over" message appears.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Drum class var Drum = Container.expand(function () { var self = Container.call(this); self.drumType = 'none'; // 'large', 'left', 'right', 'sit', 'stand' self.action = null; // function to call on tap // Set up drum asset self.setDrum = function (type) { self.drumType = type; var assetId = type === 'large' ? 'drum_large' : 'drum_medium'; var drum = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // (Drum label removed) }; // Drum tap effect self.flash = function () { tween(self, { scaleX: 1.18, scaleY: 0.92 }, { duration: 80, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 120 }); } }); }; // Touch event self.down = function (x, y, obj) { self.flash(); // Play unique sound for each drum type if (self.drumType === 'large') { LK.getSound('drum_tap_center').play(); } else if (self.drumType === 'left') { LK.getSound('drum_tap_left').play(); } else if (self.drumType === 'right') { LK.getSound('drum_tap_right').play(); } else if (self.drumType === 'sit') { var sitSound = LK.getSound('drum_tap_sit'); sitSound.play(); LK.setTimeout(function () { sitSound.play(); }, 120); } else if (self.drumType === 'stand') { // Play the sound with 3 fast delay effects (echoes) var base = LK.getSound('drum_tap_stand'); base.play(); LK.setTimeout(function () { base.play(); }, 45); LK.setTimeout(function () { base.play(); }, 90); } else { // No fallback sound } if (self.action) self.action(); }; return self; }); // Puppet class: articulated body with simple kinematics var Puppet = Container.expand(function () { var self = Container.call(this); // --- Body part sizes (for positioning) --- var headH = 120 * 1.5, headW = 120 * 1.5; var bodyH = 200 * 1.5, bodyW = 80 * 1.5; var upperArmH = 100 * 1.5, upperArmW = 40 * 1.5; var lowerArmH = 90 * 1.5, lowerArmW = 32 * 1.5; var upperLegH = 120 * 1.5, upperLegW = 48 * 1.5; var lowerLegH = 110 * 1.5, lowerLegW = 40 * 1.5; // --- Create body parts --- // Head var head = self.attachAsset('puppet_head', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Neck (between head and body, sized to match hip) var neck = self.attachAsset('puppet_neck', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, // match hip scale scaleY: 1.5 }); // Shoulders (left and right) var lShoulder = self.attachAsset('puppet_shoulder', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); var rShoulder = self.attachAsset('puppet_shoulder', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Body var body = self.attachAsset('puppet_body', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Dual hips (left and right) var lHip = self.attachAsset('puppet_hip', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); var rHip = self.attachAsset('puppet_hip', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Left upper arm var lUpperArm = self.attachAsset('puppet_upperarm', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Left elbow var lElbow = self.attachAsset('puppet_elbow', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Left lower arm var lLowerArm = self.attachAsset('puppet_lowerarm', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Right upper arm var rUpperArm = self.attachAsset('puppet_upperarm', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Right elbow var rElbow = self.attachAsset('puppet_elbow', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Right lower arm var rLowerArm = self.attachAsset('puppet_lowerarm', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Left lower leg var lLowerLeg = self.attachAsset('puppet_lowerleg', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Right lower leg var rLowerLeg = self.attachAsset('puppet_lowerleg', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Left upper leg var lUpperLeg = self.attachAsset('puppet_upperleg', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Left knee var lKnee = self.attachAsset('puppet_knee', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Right upper leg var rUpperLeg = self.attachAsset('puppet_upperleg', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Right knee var rKnee = self.attachAsset('puppet_knee', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // --- Initial pose state --- self.state = { vx: 0, // horizontal velocity vy: 0, // vertical velocity grounded: false, pose: 'stand', // 'stand', 'sit', 'jump' headAngle: 0, // radians, for "pull head" actions x: 0, // world position y: 0, // --- Ava: Leg rotation controls --- lUpperLegRotation: 0, // additional rotation for left upper leg rUpperLegRotation: 0, // additional rotation for right upper leg lLowerLegRotation: 0, // additional rotation for left lower leg rLowerLegRotation: 0 // additional rotation for right lower leg }; // --- Positioning offsets (relative to puppet center) --- function updateBodyParts() { // --- Sıcrama pose: arms straight up, legs apart, feet apart, body slightly up --- if (self.state.pose === 'sıcrama') { // Head head.x = 0; head.y = -bodyH / 2 - headH / 2 - 30; head.rotation = 0; // Neck var hipH = 44 * 1.5; var neckH = hipH; neck.x = 0; neck.y = -bodyH / 2 - neckH / 2 + 38; neck.rotation = 0; // Body body.x = 0; body.y = -bodyH / 2; body.rotation = 0; // Shoulders var armY = -bodyH / 2 + 30; var armX = bodyW / 2 + upperArmW / 2 - 10; var lShoulderX = -armX; var lShoulderY = armY; var rShoulderX = armX; var rShoulderY = armY; lShoulder.x = lShoulderX; lShoulder.y = lShoulderY; rShoulder.x = rShoulderX; rShoulder.y = rShoulderY; // Arms straight up var lUpperArmAngle = -Math.PI / 2; var rUpperArmAngle = -Math.PI / 2; var lLowerArmAngle = 0; var rLowerArmAngle = 0; // Left arm lUpperArm.x = lShoulderX; lUpperArm.y = lShoulderY; var lElbowX = lUpperArm.x + Math.sin(lUpperArmAngle) * upperArmH; var lElbowY = lUpperArm.y + Math.cos(lUpperArmAngle) * upperArmH; lElbow.x = lElbowX; lElbow.y = lElbowY; lUpperArm.rotation = Math.atan2(lElbow.y - lUpperArm.y, lElbow.x - lUpperArm.x) - Math.PI / 2; lLowerArm.x = lElbowX; lLowerArm.y = lElbowY; lLowerArm.rotation = lLowerArmAngle; // Right arm rUpperArm.x = rShoulderX; rUpperArm.y = rShoulderY; var rElbowX = rUpperArm.x + Math.sin(rUpperArmAngle) * upperArmH; var rElbowY = rUpperArm.y + Math.cos(rUpperArmAngle) * upperArmH; rElbow.x = rElbowX; rElbow.y = rElbowY; rUpperArm.rotation = Math.atan2(rElbow.y - rUpperArm.y, rElbow.x - rUpperArm.x) - Math.PI / 2; rLowerArm.x = rElbowX; rLowerArm.y = rElbowY; rLowerArm.rotation = rLowerArmAngle; // Hips var legY = bodyH / 2 - 10; var legX = bodyW / 2 - 18; var lHipX = -legX - 30; // more apart var lHipY = legY + 10; // slightly lower var rHipX = legX + 30; // more apart var rHipY = legY + 10; lHip.x = lHipX; lHip.y = lHipY; rHip.x = rHipX; rHip.y = rHipY; // Upper legs: angled outward var lUpperLegAngle = Math.PI / 7; // ~25 deg var rUpperLegAngle = -Math.PI / 7; // Knees var lKneeX = lHip.x + Math.sin(lUpperLegAngle) * upperLegH; var lKneeY = lHip.y + Math.cos(lUpperLegAngle) * upperLegH; var rKneeX = rHip.x + Math.sin(rUpperLegAngle) * upperLegH; var rKneeY = rHip.y + Math.cos(rUpperLegAngle) * upperLegH; lKnee.x = lKneeX; lKnee.y = lKneeY; rKnee.x = rKneeX; rKnee.y = rKneeY; // Upper leg rotations lUpperLeg.x = lHip.x; lUpperLeg.y = lHip.y; lUpperLeg.rotation = Math.atan2(lKnee.y - lUpperLeg.y, lKnee.x - lUpperLeg.x) - Math.PI / 2; rUpperLeg.x = rHip.x; rUpperLeg.y = rHip.y; rUpperLeg.rotation = Math.atan2(rKnee.y - rUpperLeg.y, rKnee.x - rUpperLeg.x) - Math.PI / 2; // Lower legs: straight down from knees, feet apart var lowerLegH_px = 110 * 1.5; // Left lower leg lLowerLeg.x = lKnee.x; lLowerLeg.y = lKnee.y; var lAnkleX = lKnee.x - 18; var lAnkleY = lKnee.y + lowerLegH_px; lLowerLeg.rotation = Math.atan2(lAnkleY - lKnee.y, lAnkleX - lKnee.x) - Math.PI / 2; // Right lower leg rLowerLeg.x = rKnee.x; rLowerLeg.y = rKnee.y; var rAnkleX = rKnee.x + 18; var rAnkleY = rKnee.y + lowerLegH_px; rLowerLeg.rotation = Math.atan2(rAnkleY - rKnee.y, rAnkleX - rKnee.x) - Math.PI / 2; // Body stays upright body.rotation = 0; // Return early so other poses don't override return; } // Head head.x = 0; head.y = -bodyH / 2 - headH / 2 - 30; head.rotation = self.state.headAngle; // Neck var hipH = 44 * 1.5; var neckH = hipH; neck.x = 0; neck.y = -bodyH / 2 - neckH / 2 + 38; neck.rotation = 0; // Body body.x = 0; body.y = -bodyH / 2; // --- Symmetric Arms --- var armY = -bodyH / 2 + 30; var armX = bodyW / 2 + upperArmW / 2 - 10; // Shoulders var lShoulderX = -armX; var lShoulderY = armY; var rShoulderX = armX; var rShoulderY = armY; lShoulder.x = lShoulderX; lShoulder.y = lShoulderY; rShoulder.x = rShoulderX; rShoulder.y = rShoulderY; // Default symmetric arm pose var armAbduction = 0.32; var baseUpperArmAngle = 0.0; var baseLowerArmAngle = 0.0; var lUpperArmAngle = -armAbduction + baseUpperArmAngle; var rUpperArmAngle = armAbduction + baseUpperArmAngle; var lLowerArmAngle = baseLowerArmAngle; var rLowerArmAngle = baseLowerArmAngle; // Symmetric pose-based arm animation if (self.state.pose === 'sit') { lUpperArmAngle = -1.25 - armAbduction; rUpperArmAngle = 1.25 + armAbduction; lLowerArmAngle = 1.5; rLowerArmAngle = -1.5; } else if (self.state.pose === 'jump') { lUpperArmAngle = -1.6 - armAbduction; rUpperArmAngle = 1.6 + armAbduction; lLowerArmAngle = 2.0; rLowerArmAngle = -2.0; } else if (self.state.pose === 'clap') { // Arms up and together for clapping if (self._clapArms) { // Arms together (clap) lUpperArmAngle = -2.1; rUpperArmAngle = 2.1; lLowerArmAngle = 2.7; rLowerArmAngle = -2.7; } else { // Arms up, apart (pre/post clap) lUpperArmAngle = -1.7; rUpperArmAngle = 1.7; lLowerArmAngle = 2.0; rLowerArmAngle = -2.0; } } else if (self.state.pose === 'saga_uzat') { // Right arm extended to the right, left arm relaxed down lUpperArmAngle = -Math.PI / 2; // left arm straight down rUpperArmAngle = Math.PI / 2; // right arm straight right lLowerArmAngle = 0; rLowerArmAngle = 0; } else if (self.state.pose === 'stand') { lUpperArmAngle += self.state.vx * 0.01; rUpperArmAngle -= self.state.vx * 0.01; lLowerArmAngle += Math.sin(Date.now() * 0.003) * 0.08; rLowerArmAngle -= Math.sin(Date.now() * 0.003) * 0.08; } // Left arm lUpperArm.x = lShoulderX; lUpperArm.y = lShoulderY; var lElbowX = lUpperArm.x + Math.sin(lUpperArmAngle) * upperArmH; var lElbowY = lUpperArm.y + Math.cos(lUpperArmAngle) * upperArmH; lElbow.x = lElbowX; lElbow.y = lElbowY; lUpperArm.rotation = Math.atan2(lElbow.y - lUpperArm.y, lElbow.x - lUpperArm.x) - Math.PI / 2; lLowerArm.x = lElbowX; lLowerArm.y = lElbowY; lLowerArm.rotation = lLowerArmAngle; // Right arm (mirror of left) rUpperArm.x = rShoulderX; rUpperArm.y = rShoulderY; var rElbowX = rUpperArm.x + Math.sin(rUpperArmAngle) * upperArmH; var rElbowY = rUpperArm.y + Math.cos(rUpperArmAngle) * upperArmH; rElbow.x = rElbowX; rElbow.y = rElbowY; rUpperArm.rotation = Math.atan2(rElbow.y - rUpperArm.y, rElbow.x - rUpperArm.x) - Math.PI / 2; rLowerArm.x = rElbowX; rLowerArm.y = rElbowY; rLowerArm.rotation = rLowerArmAngle; // --- Symmetric Legs --- var legY = bodyH / 2 - 10; var legX = bodyW / 2 - 18; // Hips var lHipX = -legX; var lHipY = legY; var rHipX = legX; var rHipY = legY; lHip.x = lHipX; lHip.y = lHipY; rHip.x = rHipX; rHip.y = rHipY; // Default symmetric leg pose var legAbduction = 0.28; // Ava: Reduce outward angle of lower legs in stand pose (bring lower legs even closer together) var lowerLegOutAngle = 0.16; var lUpperLegAngle = legAbduction + (self.state.lUpperLegRotation || 0); var rUpperLegAngle = -legAbduction + (self.state.rUpperLegRotation || 0); var lLowerLegAngle = lowerLegOutAngle + (self.state.lLowerLegRotation || 0); var rLowerLegAngle = -lowerLegOutAngle + (self.state.rLowerLegRotation || 0); // Symmetric pose-based leg animation if (self.state.pose === 'sit' || self.state.pose === 'sit_mirror') { // Parallel (not cross-legged) sit pose // Hips lUpperLeg.x = lHip.x; lUpperLeg.y = lHip.y; rUpperLeg.x = rHip.x; rUpperLeg.y = rHip.y; // Thighs angled more outward, knees forward var sitThighAngle = 0.55; // radians, larger outward angle for open thighs var sitKneeForward = upperLegH * 0.95; // how far forward knees are from hips // Mirror logic: swap left/right for sit_mirror var mirror = self.state.pose === 'sit_mirror' ? -1 : 1; // Left knee var lKneeX = lUpperLeg.x + Math.sin(-sitThighAngle * mirror) * sitKneeForward; var lKneeY = lUpperLeg.y + Math.cos(-sitThighAngle * mirror) * sitKneeForward; // Right knee var rKneeX = rUpperLeg.x + Math.sin(sitThighAngle * mirror) * sitKneeForward; var rKneeY = rUpperLeg.y + Math.cos(sitThighAngle * mirror) * sitKneeForward; // Knees at same y var avgKneeY = (lKneeY + rKneeY) / 2; lKneeY = avgKneeY; rKneeY = avgKneeY; // Set knee positions if (lKnee.parent) lKnee.parent.removeChild(lKnee); if (rKnee.parent) rKnee.parent.removeChild(rKnee); lKnee.x = lKneeX; lKnee.y = lKneeY; rKnee.x = rKneeX; rKnee.y = rKneeY; // Upper leg rotations lUpperLeg.rotation = Math.atan2(lKnee.y - lUpperLeg.y, lKnee.x - lUpperLeg.x) - Math.PI / 2; rUpperLeg.rotation = Math.atan2(rKnee.y - rUpperLeg.y, rKnee.x - rUpperLeg.x) - Math.PI / 2; // Lower legs: straight down from knees, feet on ground var groundY = 2732 - 80; var lowerLegH_px = 110 * 1.5; // Left lower leg lLowerLeg.x = lKnee.x; lLowerLeg.y = lKnee.y; var lDeltaY = groundY - lLowerLeg.y; var lAngle = Math.acos(Math.max(-1, Math.min(1, lDeltaY / lowerLegH_px))) - Math.PI / 2; lLowerLeg.rotation = lAngle; // Right lower leg rLowerLeg.x = rKnee.x; rLowerLeg.y = rKnee.y; var rDeltaY = groundY - rLowerLeg.y; var rAngle = Math.acos(Math.max(-1, Math.min(1, rDeltaY / lowerLegH_px))) - Math.PI / 2; // Ava: Rotate right lower leg to the left in sit pose, and mirror for sit_mirror rLowerLeg.rotation = rAngle - 0.55 * mirror; // Now set knee positions and re-add to ensure they are on top self.addChild(lKnee); self.addChild(rKnee); body.rotation = 0; // --- Arms: for sit_mirror, open arms to sides, for sit, keep as before --- if (self.state.pose === 'sit_mirror') { // Arms open to sides, horizontally var armY = -bodyH / 2 + 30; var armX = bodyW / 2 + upperArmW / 2 - 10; var lShoulderX = -armX; var lShoulderY = armY; var rShoulderX = armX; var rShoulderY = armY; lShoulder.x = lShoulderX; lShoulder.y = lShoulderY; rShoulder.x = rShoulderX; rShoulder.y = rShoulderY; // Arms straight out to sides var lUpperArmAngle = -Math.PI / 2; var rUpperArmAngle = Math.PI / 2; var lLowerArmAngle = 0; var rLowerArmAngle = 0; // Left arm lUpperArm.x = lShoulderX; lUpperArm.y = lShoulderY; var lElbowX = lUpperArm.x + Math.sin(lUpperArmAngle) * upperArmH; var lElbowY = lUpperArm.y + Math.cos(lUpperArmAngle) * upperArmH; lElbow.x = lElbowX; lElbow.y = lElbowY; lUpperArm.rotation = Math.atan2(lElbow.y - lUpperArm.y, lElbow.x - lUpperArm.x) - Math.PI / 2; lLowerArm.x = lElbowX; lLowerArm.y = lElbowY; lLowerArm.rotation = lLowerArmAngle; // Right arm rUpperArm.x = rShoulderX; rUpperArm.y = rShoulderY; var rElbowX = rUpperArm.x + Math.sin(rUpperArmAngle) * upperArmH; var rElbowY = rUpperArm.y + Math.cos(rUpperArmAngle) * upperArmH; rElbow.x = rElbowX; rElbow.y = rElbowY; rUpperArm.rotation = Math.atan2(rElbow.y - rUpperArm.y, rElbow.x - rUpperArm.x) - Math.PI / 2; rLowerArm.x = rElbowX; rLowerArm.y = rElbowY; rLowerArm.rotation = rLowerArmAngle; } } else if (self.state.pose === 'jump') { // Both upper legs up and slightly inward, knees together, feet up, using IK // --- Keep knees and upper legs connected in jump pose --- // --- Make both legs perfectly horizontally aligned in jump pose --- var jumpThighAngle = 0.45; var jumpKneeBend = 1.25; // radians, how much the knee is bent (smaller = straighter, larger = more bent) // Set both hips at same y, and both knees at same y, for perfect horizontal alignment // Calculate the average x between hips for knee position, and set a fixed y offset for knees var avgHipY = (lHip.y + rHip.y) / 2; var avgHipX = (lHip.x + rHip.x) / 2; var kneeYOffset = -upperLegH * Math.cos(jumpThighAngle); // vertical offset from hips to knees var kneeY = avgHipY + kneeYOffset; var kneeXLeft = lHip.x + Math.sin(-jumpThighAngle - legAbduction) * upperLegH; var kneeXRight = rHip.x + Math.sin(jumpThighAngle + legAbduction) * upperLegH; // Both knees at same y lKnee.x = kneeXLeft; lKnee.y = kneeY; rKnee.x = kneeXRight; rKnee.y = kneeY; // Upper legs: hips to knees lUpperLeg.x = lHip.x; lUpperLeg.y = lHip.y; lUpperLeg.rotation = Math.atan2(lKnee.y - lUpperLeg.y, lKnee.x - lUpperLeg.x) - Math.PI / 2; rUpperLeg.x = rHip.x; rUpperLeg.y = rHip.y; rUpperLeg.rotation = Math.atan2(rKnee.y - rUpperLeg.y, rKnee.x - rUpperLeg.x) - Math.PI / 2; // Lower legs: knees to ankles, both at same y // Left lLowerLeg.x = lKnee.x; lLowerLeg.y = lKnee.y; var lJumpShinLen = lowerLegH; var lJumpAnkleX = lKnee.x + Math.sin(lUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * lJumpShinLen; var lJumpAnkleY = lKnee.y + Math.cos(lUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * lJumpShinLen; lLowerLeg.rotation = Math.atan2(lJumpAnkleY - lKnee.y, lJumpAnkleX - lKnee.x) - Math.PI / 2; // Right rLowerLeg.x = rKnee.x; rLowerLeg.y = rKnee.y; var rJumpShinLen = lowerLegH; var rJumpAnkleX = rKnee.x + Math.sin(rUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * rJumpShinLen; var rJumpAnkleY = rKnee.y + Math.cos(rUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * rJumpShinLen; rLowerLeg.rotation = Math.atan2(rJumpAnkleY - rKnee.y, rJumpAnkleX - rKnee.x) - Math.PI / 2; // Elbows more bent in jump lLowerArm.x = lElbow.x; lLowerArm.y = lElbow.y; lLowerArm.rotation = 2.0; rLowerArm.x = rElbow.x; rLowerArm.y = rElbow.y; rLowerArm.rotation = -2.0; body.rotation = 0; } else if (self.state.pose === 'stand') { // Ava: Increase outward angle of upper thighs in stand pose (make thighs more open) var standThighAbduction = 0.32; // increased from 0.18 for more outward angle // SWAP: swap left and right upper leg abduction lUpperLegAngle -= standThighAbduction; rUpperLegAngle += standThighAbduction; // Gentle walk cycle if moving var walk = Math.abs(self.state.vx) > 0.5 ? Math.sin(Date.now() * 0.008) * 0.25 : 0; lUpperLegAngle += walk; rUpperLegAngle -= walk; lLowerLegAngle += walk * 0.5; rLowerLegAngle -= walk * 0.5; // Left leg lUpperLeg.x = lHip.x; lUpperLeg.y = lHip.y; var lKneeX = lUpperLeg.x + Math.sin(lUpperLegAngle) * upperLegH; var lKneeY = lUpperLeg.y + Math.cos(lUpperLegAngle) * upperLegH; lKnee.x = lKneeX; lKnee.y = lKneeY; lUpperLeg.rotation = Math.atan2(lKnee.y - lUpperLeg.y, lKnee.x - lUpperLeg.x) - Math.PI / 2; // SWAP: Attach left lower leg using right lower leg's angle lLowerLeg.x = lKneeX; lLowerLeg.y = lKneeY; var lStandShinLen = lowerLegH; var lStandAnkleX = lKneeX + Math.sin(rLowerLegAngle) * lStandShinLen; var lStandAnkleY = lKneeY + Math.cos(rLowerLegAngle) * lStandShinLen; lLowerLeg.rotation = Math.atan2(lStandAnkleY - lKneeY, lStandAnkleX - lKneeX) - Math.PI / 2; // Right leg (mirror) rUpperLeg.x = rHip.x; rUpperLeg.y = rHip.y; var rKneeX = rUpperLeg.x + Math.sin(rUpperLegAngle) * upperLegH; var rKneeY = rUpperLeg.y + Math.cos(rUpperLegAngle) * upperLegH; rKnee.x = rKneeX; rKnee.y = rKneeY; rUpperLeg.rotation = Math.atan2(rKnee.y - rUpperLeg.y, rKnee.x - rUpperLeg.x) - Math.PI / 2; // SWAP: Attach right lower leg using left lower leg's angle rLowerLeg.x = rKneeX; rLowerLeg.y = rKneeY; var rStandShinLen = lowerLegH; var rStandAnkleX = rKneeX + Math.sin(lLowerLegAngle) * rStandShinLen; var rStandAnkleY = rKneeY + Math.cos(lLowerLegAngle) * rStandShinLen; rLowerLeg.rotation = Math.atan2(rStandAnkleY - rKneeY, rStandAnkleX - rKneeX) - Math.PI / 2; body.rotation = 0; } } // --- Public puppet actions --- // Add saga_uzat pose: right arm extended to the right, left arm relaxed down self.saga_uzat = function () { if (self.state.grounded && self.state.pose !== 'saga_uzat') { self.state.pose = 'saga_uzat'; LK.setTimeout(function () { self.stand(); }, 600); } }; self.pullHeadLeft = function () { // Pull head left, add leftward velocity if (self.state.grounded) { self.state.vx -= 12; self.state.headAngle = -0.5; tween(self.state, { headAngle: 0 }, { duration: 400, easing: tween.easeOut }); } }; self.pullHeadRight = function () { if (self.state.grounded) { self.state.vx += 12; self.state.headAngle = 0.5; tween(self.state, { headAngle: 0 }, { duration: 400, easing: tween.easeOut }); } }; self.jump = function () { if (self.state.grounded) { self.state.vy = -48; // Increased jump velocity for higher jump self.state.grounded = false; self.state.pose = 'jump'; tween(self.state, {}, { duration: 0, onFinish: function onFinish() { // After 400ms, return to stand pose LK.setTimeout(function () { self.state.pose = 'stand'; }, 400); } }); } }; self.sit = function () { if (self.state.grounded && self.state.pose !== 'sit' && self.state.pose !== 'sit_mirror') { // Randomly choose between 'sit' and 'sit_mirror' var poses = ['sit', 'sit_mirror']; var idx = Math.floor(Math.random() * poses.length); self.state.pose = poses[idx]; // After 600ms, stand up automatically LK.setTimeout(function () { self.stand(); }, 600); } }; // Sıcrama: random trigger like sit self.sıcrama = function () { if (self.state.grounded && self.state.pose !== 'sıcrama') { // Only play if not already in sıcrama self.state.pose = 'sıcrama'; // After 600ms, stand up automatically LK.setTimeout(function () { self.stand(); }, 600); } }; self.stand = function () { if (self.state.grounded && self.state.pose !== 'stand') { self.state.pose = 'stand'; } }; // --- Physics update --- self.update = function () { // --- Track last position for event triggers --- if (typeof self.lastX === "undefined") self.lastX = self.state.x; if (typeof self.lastY === "undefined") self.lastY = self.state.y; // --- Physics update --- self.state.vy += 3.2; // gravity self.state.x += self.state.vx; self.state.y += self.state.vy; // Friction if (self.state.grounded) { self.state.vx *= 0.82; } else { self.state.vx *= 0.98; } // Clamp to world bounds if (self.state.x < 0) self.state.x = 0; if (self.state.x > 2048) self.state.x = 2048; // Ground collision var groundY = 2732 - 80; var puppetFeetOffset = bodyH / 2 + upperLegH + lowerLegH - 20; var feetY = self.state.y + puppetFeetOffset; if (feetY >= groundY) { self.state.y = groundY - puppetFeetOffset; self.state.vy = 0; self.state.grounded = true; if (self.state.pose === 'jump') { self.state.pose = 'stand'; } } else { self.state.grounded = false; } // Apply to container (keep puppet at current position) self.x = self.state.x; self.y = self.state.y; updateBodyParts(); // --- Update lastX, lastY for next frame --- self.lastX = self.state.x; self.lastY = self.state.y; }; // --- Start position --- self.state.x = 600; // Moved puppet further right (was 180) // --- Ava: Set initial Y so feet are above ground visually --- // Move puppet slightly higher (raise by 40px) var puppetFeetOffset = bodyH / 2 + upperLegH + lowerLegH - 20; self.state.y = 2732 - 80 - puppetFeetOffset - 40; // Defensive: initialize lastX, lastY for event triggers self.lastX = self.state.x; self.lastY = self.state.y; updateBodyParts(); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // --- Background music playlist (4 tracks, play in random order) --- // --- World setup --- // yellow // blue // pink // green // orange // purple // teal // Wide stereo coin: left and right panned variants function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } var musicTracks = [{ id: 'musicId', volume: 0.1, start: 0, end: 1 }, { id: 'musicId2', volume: 0.1, start: 0, end: 1 }, { id: 'musicId3', volume: 0.1, start: 0, end: 1 }, { id: 'musicId4', volume: 0.1, start: 0, end: 1 }]; // Shuffle helper (Fisher-Yates) function shuffleArray(arr) { for (var i = arr.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = arr[i]; arr[i] = arr[j]; arr[j] = temp; } } // Maintain a shuffled playlist order var shuffledMusicOrder = []; function reshuffleMusicOrder() { shuffledMusicOrder = []; for (var i = 0; i < musicTracks.length; ++i) shuffledMusicOrder.push(i); shuffleArray(shuffledMusicOrder); } reshuffleMusicOrder(); var currentMusicOrderIndex = 0; // Play the next music track in the shuffled order, and keep playing forever function playNextMusic() { // If we've played all, reshuffle for a new random order if (currentMusicOrderIndex >= shuffledMusicOrder.length) { reshuffleMusicOrder(); currentMusicOrderIndex = 0; } var trackIndex = shuffledMusicOrder[currentMusicOrderIndex]; var track = musicTracks[trackIndex]; // Play music and set up onFinish to play the next one LK.playMusic(track.id, { loop: false, volume: track.volume, start: track.start, end: track.end, onFinish: function onFinish() { currentMusicOrderIndex++; playNextMusic(); } }); } playNextMusic(); game.setBackgroundColor(0x000000); // --- Background --- // Ava: Add background image behind all elements var background = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, scaleX: 1, scaleY: 1 }); game.addChild(background); // Ground var ground = LK.getAsset('ground', { anchorX: 0, anchorY: 0 }); ground.x = 0; ground.y = 2732 - 80; game.addChild(ground); // Finish sign var finishSign = LK.getAsset('finish_sign', { anchorX: 0.5, anchorY: 1, scaleX: 3, scaleY: 6 // 2x as tall as before }); finishSign.x = 2048 - 120; finishSign.y = 2732 - 80; game.addChild(finishSign); // --- Puppet --- var puppet = new Puppet(); puppet.lastX = puppet.state.x; puppet.lastY = puppet.state.y; game.addChild(puppet); // --- Drums --- var drums = []; // Drum positions (relative to center) // Move drums higher: set drumCenterY above puppet's head var drumCenterX = 2048 / 2, drumCenterY = 900; // was 2732 / 2 + 220, now much higher (puppet head is around y=~1200) var drumRadius = 220 * 3; var angleList = [{ type: 'left', angle: -Math.PI / 2 - 0.92 // increased spacing (was 0.7) }, { type: 'right', angle: -Math.PI / 2 + 0.92 // increased spacing (was 0.7) }, { type: 'sit', angle: Math.PI / 2 + 0.7 }, { type: 'stand', angle: Math.PI / 2 - 0.7 }]; // --- Drum action pool --- // Each drum will have all actions, only their order will be shuffled // Ava: Increase the number of right movement actions (pullHeadRight) in the action pool var puppetActions = [function () { puppet.pullHeadLeft(); }, function () { puppet.pullHeadRight(); }, function () { puppet.pullHeadRight(); }, function () { puppet.jump(); }, function () { puppet.sit(); }, function () { puppet.sıcrama(); }, function () { puppet.stand(); }]; // Large center drum (fixed action sequence) var drumJump = new Drum(); drumJump.setDrum('large'); drumJump.x = drumCenterX; drumJump.y = drumCenterY; // Assign a fixed sequence of all 5 actions, and cycle through them drumJump._actionSequence = puppetActions.slice(); drumJump._actionIndex = 0; drumJump.action = function () { drumJump._actionSequence[drumJump._actionIndex](); drumJump._actionIndex = (drumJump._actionIndex + 1) % drumJump._actionSequence.length; }; game.addChild(drumJump); drums.push(drumJump); // Four medium drums for (var i = 0; i < angleList.length; ++i) { var d = new Drum(); d.setDrum(angleList[i].type); d.x = drumCenterX + Math.cos(angleList[i].angle) * drumRadius; d.y = drumCenterY + Math.sin(angleList[i].angle) * drumRadius; // Each drum gets a fixed sequence of all 5 actions, and cycles through them d._actionSequence = puppetActions.slice(); d._actionIndex = 0; d.action = function (drum) { return function () { drum._actionSequence[drum._actionIndex](); drum._actionIndex = (drum._actionIndex + 1) % drum._actionSequence.length; }; }(d); game.addChild(d); drums.push(d); } // --- Value Circles in Drums --- var valueCircleValues = [1, 3, 5, 10, 25, 50, 100]; var valueCircleAssets = { 1: 'circle_1', 3: 'circle_3', 5: 'circle_5', 10: 'circle_10', 25: 'circle_25', 50: 'circle_50', 100: 'circle_100' }; var valueCircleTexts = {}; var currentValueCircle = null; var currentValueDrum = null; // Helper: Remove current value circle from drum function removeValueCircle() { if (currentValueCircle && currentValueDrum) { if (currentValueCircle.parent) currentValueCircle.parent.removeChild(currentValueCircle); if (valueCircleTexts[currentValueCircle._circleValue]) { if (valueCircleTexts[currentValueCircle._circleValue].parent) { valueCircleTexts[currentValueCircle._circleValue].parent.removeChild(valueCircleTexts[currentValueCircle._circleValue]); } } currentValueCircle = null; currentValueDrum = null; } } // Helper: Spawn a value circle in a random drum (not the same as last) function spawnValueCircle() { removeValueCircle(); // Pick a random drum var drumIdx = Math.floor(Math.random() * drums.length); // Pick a random value var valueIdx = Math.floor(Math.random() * valueCircleValues.length); var value = valueCircleValues[valueIdx]; var assetId = valueCircleAssets[value]; var drum = drums[drumIdx]; // Create the circle asset var circle = LK.getAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); circle.alpha = 0.5; circle.x = drum.x; // If this is the center drum, spawn the value circle slightly above the drum center if (drum.drumType === 'large') { circle.y = drum.y - 90; } else { circle.y = drum.y; } circle._circleValue = value; // Create the text if not already created if (!valueCircleTexts[value]) { var txt = new Text2("" + value, { size: 180, fill: 0x222222 }); txt.anchor.set(0.5, 0.5); valueCircleTexts[value] = txt; } var txt = valueCircleTexts[value]; txt.x = drum.x; if (drum.drumType === 'large') { txt.y = drum.y - 90; } else { txt.y = drum.y; } // Add to game game.addChild(circle); game.addChild(txt); currentValueCircle = circle; currentValueDrum = drum; } // Timer: spawn every 1s var valueCircleTimer = LK.setInterval(function () { if (gameEnded) return; spawnValueCircle(); }, 1000); // Patch all drum actions to also spawn a new value circle in a different drum for (var i = 0; i < drums.length; ++i) { (function (drum) { var oldAction = drum.action; drum.action = function () { // If this drum is the one with the value circle, add its value to second score and main score if (!gameEnded && currentValueDrum === drum && currentValueCircle && typeof currentValueCircle._circleValue === "number") { secondScore += currentValueCircle._circleValue; secondScoreText.setText(formatSecondScore(secondScore)); // Add to main score as well LK.setScore(LK.getScore() + currentValueCircle._circleValue); // Play wide stereo coin sound LK.getSound('coin_left').play(); LK.getSound('coin_right').play(); // --- Add colored glow effect around the value circle --- // Pick color based on value var glowColor = 0xffe066; // default yellow if (currentValueCircle._circleValue === 1) glowColor = 0xffe066;else if (currentValueCircle._circleValue === 3) glowColor = 0x66c2ff;else if (currentValueCircle._circleValue === 5) glowColor = 0xff66a3;else if (currentValueCircle._circleValue === 10) glowColor = 0x7cff66;else if (currentValueCircle._circleValue === 25) glowColor = 0xffa366;else if (currentValueCircle._circleValue === 50) glowColor = 0xb366ff;else if (currentValueCircle._circleValue === 100) glowColor = 0x66ffd9; // Create a glow circle (slightly larger, fully transparent at start) var glow = LK.getAsset(valueCircleAssets[currentValueCircle._circleValue], { anchorX: 0.5, anchorY: 0.5, scaleX: 1.35, scaleY: 1.35 }); glow.x = currentValueCircle.x; glow.y = currentValueCircle.y; glow.alpha = 0.0; glow.tint = glowColor; // Add to game, behind the value circle if (currentValueCircle.parent) { var parent = currentValueCircle.parent; var idx = parent.getChildIndex(currentValueCircle); parent.addChildAt(glow, Math.max(0, idx)); } else { game.addChild(glow); } // Animate the glow: fade in and out, and scale up a bit tween(glow, { alpha: 0.7, scaleX: 1.7, scaleY: 1.7 }, { duration: 120, onFinish: function onFinish() { tween(glow, { alpha: 0.0, scaleX: 2.0, scaleY: 2.0 }, { duration: 320, onFinish: function onFinish() { if (glow.parent) glow.parent.removeChild(glow); } }); } }); } // --- Puppet arms up clapping animation --- // Only trigger clapping if a point is collected AND value is 100 if (!gameEnded && currentValueDrum === drum && currentValueCircle && typeof currentValueCircle._circleValue === "number" && currentValueCircle._circleValue === 100 && _typeof(puppet) === "object" && puppet.state && puppet.state.pose !== "clap") { // Save previous pose to restore after clapping var prevPose = puppet.state.pose; puppet.state.pose = "clap"; // Animate arms up and clapping motion // We'll use a tween to create a quick up-down-up movement var clapCount = 2; var clapDuration = 120; var totalClapTime = clapCount * 2 * clapDuration; var _clapTween = function clapTween(count) { if (count <= 0) { // Restore previous pose after clapping puppet.state.pose = prevPose === "clap" ? "stand" : prevPose; return; } // Arms together (clap) puppet._clapArms = true; tween(puppet, {}, { duration: clapDuration, onFinish: function onFinish() { // Arms apart puppet._clapArms = false; tween(puppet, {}, { duration: clapDuration, onFinish: function onFinish() { _clapTween(count - 1); } }); } }); }; _clapTween(clapCount); } if (typeof oldAction === "function") oldAction(); // Only respawn if not ended if (!gameEnded) { // Only respawn if this drum is not already the current one var prevDrum = currentValueDrum; var prevCircle = currentValueCircle; // Remove current value circle removeValueCircle(); // Pick a new drum (not the same as this one) var availableDrums = drums.filter(function (d) { return d !== drum; }); var drumIdx = Math.floor(Math.random() * availableDrums.length); var newDrum = availableDrums[drumIdx]; // Pick a random value var valueIdx = Math.floor(Math.random() * valueCircleValues.length); var value = valueCircleValues[valueIdx]; var assetId = valueCircleAssets[value]; // Create the circle asset var circle = LK.getAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); circle.alpha = 0.5; circle.x = newDrum.x; // If this is the center drum, spawn the value circle slightly above the drum center if (newDrum.drumType === 'large') { circle.y = newDrum.y - 90; } else { circle.y = newDrum.y; } circle._circleValue = value; // Create the text if not already created if (!valueCircleTexts[value]) { var txt = new Text2("" + value, { size: 180, fill: 0x222222 }); txt.anchor.set(0.5, 0.5); valueCircleTexts[value] = txt; } var txt = valueCircleTexts[value]; txt.x = newDrum.x; if (newDrum.drumType === 'large') { txt.y = newDrum.y - 90; } else { txt.y = newDrum.y; } // Add to game game.addChild(circle); game.addChild(txt); currentValueCircle = circle; currentValueDrum = newDrum; } }; })(drums[i]); } var timeLeft = 60; function formatTimeDigital(secs) { var m = Math.floor(secs / 60); var s = secs % 60; var mm = m < 10 ? "0" + m : "" + m; var ss = s < 10 ? "0" + s : "" + s; return mm + ":" + ss; } var timerText = new Text2(formatTimeDigital(60), { size: 120, fill: '#ffffff' }); timerText.anchor.set(0.5, 0); LK.gui.top.addChild(timerText); // --- Second Score Display (below timer) --- var secondScore = 0; function formatSecondScore(val) { var s = "" + Math.floor(val); while (s.length < 5) s = "0" + s; return s; } var secondScoreText = new Text2(formatSecondScore(0), { size: 160, fill: '#ffe066' }); secondScoreText.anchor.set(0.5, 0); // Position just below timerText (timerText is at top center, so y=timerText.height) secondScoreText.y = timerText.height + 10; LK.gui.top.addChild(secondScoreText); // --- Score/Win state --- var gameEnded = false; // --- Timer logic --- var timerInterval = LK.setInterval(function () { if (gameEnded) return; timeLeft -= 1; if (timeLeft < 0) timeLeft = 0; timerText.setText(formatTimeDigital(timeLeft)); if (timeLeft === 0 && !gameEnded) { gameEnded = true; LK.setScore(0); // Set final score to 0 if time runs out LK.getSound('lose').play(); LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); } }, 1000); // --- Game update --- game.update = function () { if (gameEnded) return; puppet.update(); // Win condition: puppet body collides with finish sign using intersects if (!gameEnded && puppet.intersects(finishSign)) { gameEnded = true; // Add remaining time * 10 to final score var finalScore = secondScore + timeLeft * 10; LK.setScore(finalScore); // Set score to finalScore as final score LK.getSound('win').play(); LK.effects.flashScreen(0x44c767, 800); LK.showYouWin(); } }; // --- Clean up on game over --- game.onDestroy = function () { LK.clearInterval(timerInterval); }; // --- UX: drums are always on top --- for (var i = 0; i < drums.length; ++i) { game.addChild(drums[i]); }
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Drum class
var Drum = Container.expand(function () {
var self = Container.call(this);
self.drumType = 'none'; // 'large', 'left', 'right', 'sit', 'stand'
self.action = null; // function to call on tap
// Set up drum asset
self.setDrum = function (type) {
self.drumType = type;
var assetId = type === 'large' ? 'drum_large' : 'drum_medium';
var drum = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// (Drum label removed)
};
// Drum tap effect
self.flash = function () {
tween(self, {
scaleX: 1.18,
scaleY: 0.92
}, {
duration: 80,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 120
});
}
});
};
// Touch event
self.down = function (x, y, obj) {
self.flash();
// Play unique sound for each drum type
if (self.drumType === 'large') {
LK.getSound('drum_tap_center').play();
} else if (self.drumType === 'left') {
LK.getSound('drum_tap_left').play();
} else if (self.drumType === 'right') {
LK.getSound('drum_tap_right').play();
} else if (self.drumType === 'sit') {
var sitSound = LK.getSound('drum_tap_sit');
sitSound.play();
LK.setTimeout(function () {
sitSound.play();
}, 120);
} else if (self.drumType === 'stand') {
// Play the sound with 3 fast delay effects (echoes)
var base = LK.getSound('drum_tap_stand');
base.play();
LK.setTimeout(function () {
base.play();
}, 45);
LK.setTimeout(function () {
base.play();
}, 90);
} else {
// No fallback sound
}
if (self.action) self.action();
};
return self;
});
// Puppet class: articulated body with simple kinematics
var Puppet = Container.expand(function () {
var self = Container.call(this);
// --- Body part sizes (for positioning) ---
var headH = 120 * 1.5,
headW = 120 * 1.5;
var bodyH = 200 * 1.5,
bodyW = 80 * 1.5;
var upperArmH = 100 * 1.5,
upperArmW = 40 * 1.5;
var lowerArmH = 90 * 1.5,
lowerArmW = 32 * 1.5;
var upperLegH = 120 * 1.5,
upperLegW = 48 * 1.5;
var lowerLegH = 110 * 1.5,
lowerLegW = 40 * 1.5;
// --- Create body parts ---
// Head
var head = self.attachAsset('puppet_head', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
// Neck (between head and body, sized to match hip)
var neck = self.attachAsset('puppet_neck', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
// match hip scale
scaleY: 1.5
});
// Shoulders (left and right)
var lShoulder = self.attachAsset('puppet_shoulder', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
var rShoulder = self.attachAsset('puppet_shoulder', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
// Body
var body = self.attachAsset('puppet_body', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
// Dual hips (left and right)
var lHip = self.attachAsset('puppet_hip', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
var rHip = self.attachAsset('puppet_hip', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
// Left upper arm
var lUpperArm = self.attachAsset('puppet_upperarm', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
// Left elbow
var lElbow = self.attachAsset('puppet_elbow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
// Left lower arm
var lLowerArm = self.attachAsset('puppet_lowerarm', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
// Right upper arm
var rUpperArm = self.attachAsset('puppet_upperarm', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
// Right elbow
var rElbow = self.attachAsset('puppet_elbow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
// Right lower arm
var rLowerArm = self.attachAsset('puppet_lowerarm', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
// Left lower leg
var lLowerLeg = self.attachAsset('puppet_lowerleg', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
// Right lower leg
var rLowerLeg = self.attachAsset('puppet_lowerleg', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
// Left upper leg
var lUpperLeg = self.attachAsset('puppet_upperleg', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
// Left knee
var lKnee = self.attachAsset('puppet_knee', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
// Right upper leg
var rUpperLeg = self.attachAsset('puppet_upperleg', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
// Right knee
var rKnee = self.attachAsset('puppet_knee', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
// --- Initial pose state ---
self.state = {
vx: 0,
// horizontal velocity
vy: 0,
// vertical velocity
grounded: false,
pose: 'stand',
// 'stand', 'sit', 'jump'
headAngle: 0,
// radians, for "pull head" actions
x: 0,
// world position
y: 0,
// --- Ava: Leg rotation controls ---
lUpperLegRotation: 0,
// additional rotation for left upper leg
rUpperLegRotation: 0,
// additional rotation for right upper leg
lLowerLegRotation: 0,
// additional rotation for left lower leg
rLowerLegRotation: 0 // additional rotation for right lower leg
};
// --- Positioning offsets (relative to puppet center) ---
function updateBodyParts() {
// --- Sıcrama pose: arms straight up, legs apart, feet apart, body slightly up ---
if (self.state.pose === 'sıcrama') {
// Head
head.x = 0;
head.y = -bodyH / 2 - headH / 2 - 30;
head.rotation = 0;
// Neck
var hipH = 44 * 1.5;
var neckH = hipH;
neck.x = 0;
neck.y = -bodyH / 2 - neckH / 2 + 38;
neck.rotation = 0;
// Body
body.x = 0;
body.y = -bodyH / 2;
body.rotation = 0;
// Shoulders
var armY = -bodyH / 2 + 30;
var armX = bodyW / 2 + upperArmW / 2 - 10;
var lShoulderX = -armX;
var lShoulderY = armY;
var rShoulderX = armX;
var rShoulderY = armY;
lShoulder.x = lShoulderX;
lShoulder.y = lShoulderY;
rShoulder.x = rShoulderX;
rShoulder.y = rShoulderY;
// Arms straight up
var lUpperArmAngle = -Math.PI / 2;
var rUpperArmAngle = -Math.PI / 2;
var lLowerArmAngle = 0;
var rLowerArmAngle = 0;
// Left arm
lUpperArm.x = lShoulderX;
lUpperArm.y = lShoulderY;
var lElbowX = lUpperArm.x + Math.sin(lUpperArmAngle) * upperArmH;
var lElbowY = lUpperArm.y + Math.cos(lUpperArmAngle) * upperArmH;
lElbow.x = lElbowX;
lElbow.y = lElbowY;
lUpperArm.rotation = Math.atan2(lElbow.y - lUpperArm.y, lElbow.x - lUpperArm.x) - Math.PI / 2;
lLowerArm.x = lElbowX;
lLowerArm.y = lElbowY;
lLowerArm.rotation = lLowerArmAngle;
// Right arm
rUpperArm.x = rShoulderX;
rUpperArm.y = rShoulderY;
var rElbowX = rUpperArm.x + Math.sin(rUpperArmAngle) * upperArmH;
var rElbowY = rUpperArm.y + Math.cos(rUpperArmAngle) * upperArmH;
rElbow.x = rElbowX;
rElbow.y = rElbowY;
rUpperArm.rotation = Math.atan2(rElbow.y - rUpperArm.y, rElbow.x - rUpperArm.x) - Math.PI / 2;
rLowerArm.x = rElbowX;
rLowerArm.y = rElbowY;
rLowerArm.rotation = rLowerArmAngle;
// Hips
var legY = bodyH / 2 - 10;
var legX = bodyW / 2 - 18;
var lHipX = -legX - 30; // more apart
var lHipY = legY + 10; // slightly lower
var rHipX = legX + 30; // more apart
var rHipY = legY + 10;
lHip.x = lHipX;
lHip.y = lHipY;
rHip.x = rHipX;
rHip.y = rHipY;
// Upper legs: angled outward
var lUpperLegAngle = Math.PI / 7; // ~25 deg
var rUpperLegAngle = -Math.PI / 7;
// Knees
var lKneeX = lHip.x + Math.sin(lUpperLegAngle) * upperLegH;
var lKneeY = lHip.y + Math.cos(lUpperLegAngle) * upperLegH;
var rKneeX = rHip.x + Math.sin(rUpperLegAngle) * upperLegH;
var rKneeY = rHip.y + Math.cos(rUpperLegAngle) * upperLegH;
lKnee.x = lKneeX;
lKnee.y = lKneeY;
rKnee.x = rKneeX;
rKnee.y = rKneeY;
// Upper leg rotations
lUpperLeg.x = lHip.x;
lUpperLeg.y = lHip.y;
lUpperLeg.rotation = Math.atan2(lKnee.y - lUpperLeg.y, lKnee.x - lUpperLeg.x) - Math.PI / 2;
rUpperLeg.x = rHip.x;
rUpperLeg.y = rHip.y;
rUpperLeg.rotation = Math.atan2(rKnee.y - rUpperLeg.y, rKnee.x - rUpperLeg.x) - Math.PI / 2;
// Lower legs: straight down from knees, feet apart
var lowerLegH_px = 110 * 1.5;
// Left lower leg
lLowerLeg.x = lKnee.x;
lLowerLeg.y = lKnee.y;
var lAnkleX = lKnee.x - 18;
var lAnkleY = lKnee.y + lowerLegH_px;
lLowerLeg.rotation = Math.atan2(lAnkleY - lKnee.y, lAnkleX - lKnee.x) - Math.PI / 2;
// Right lower leg
rLowerLeg.x = rKnee.x;
rLowerLeg.y = rKnee.y;
var rAnkleX = rKnee.x + 18;
var rAnkleY = rKnee.y + lowerLegH_px;
rLowerLeg.rotation = Math.atan2(rAnkleY - rKnee.y, rAnkleX - rKnee.x) - Math.PI / 2;
// Body stays upright
body.rotation = 0;
// Return early so other poses don't override
return;
}
// Head
head.x = 0;
head.y = -bodyH / 2 - headH / 2 - 30;
head.rotation = self.state.headAngle;
// Neck
var hipH = 44 * 1.5;
var neckH = hipH;
neck.x = 0;
neck.y = -bodyH / 2 - neckH / 2 + 38;
neck.rotation = 0;
// Body
body.x = 0;
body.y = -bodyH / 2;
// --- Symmetric Arms ---
var armY = -bodyH / 2 + 30;
var armX = bodyW / 2 + upperArmW / 2 - 10;
// Shoulders
var lShoulderX = -armX;
var lShoulderY = armY;
var rShoulderX = armX;
var rShoulderY = armY;
lShoulder.x = lShoulderX;
lShoulder.y = lShoulderY;
rShoulder.x = rShoulderX;
rShoulder.y = rShoulderY;
// Default symmetric arm pose
var armAbduction = 0.32;
var baseUpperArmAngle = 0.0;
var baseLowerArmAngle = 0.0;
var lUpperArmAngle = -armAbduction + baseUpperArmAngle;
var rUpperArmAngle = armAbduction + baseUpperArmAngle;
var lLowerArmAngle = baseLowerArmAngle;
var rLowerArmAngle = baseLowerArmAngle;
// Symmetric pose-based arm animation
if (self.state.pose === 'sit') {
lUpperArmAngle = -1.25 - armAbduction;
rUpperArmAngle = 1.25 + armAbduction;
lLowerArmAngle = 1.5;
rLowerArmAngle = -1.5;
} else if (self.state.pose === 'jump') {
lUpperArmAngle = -1.6 - armAbduction;
rUpperArmAngle = 1.6 + armAbduction;
lLowerArmAngle = 2.0;
rLowerArmAngle = -2.0;
} else if (self.state.pose === 'clap') {
// Arms up and together for clapping
if (self._clapArms) {
// Arms together (clap)
lUpperArmAngle = -2.1;
rUpperArmAngle = 2.1;
lLowerArmAngle = 2.7;
rLowerArmAngle = -2.7;
} else {
// Arms up, apart (pre/post clap)
lUpperArmAngle = -1.7;
rUpperArmAngle = 1.7;
lLowerArmAngle = 2.0;
rLowerArmAngle = -2.0;
}
} else if (self.state.pose === 'saga_uzat') {
// Right arm extended to the right, left arm relaxed down
lUpperArmAngle = -Math.PI / 2; // left arm straight down
rUpperArmAngle = Math.PI / 2; // right arm straight right
lLowerArmAngle = 0;
rLowerArmAngle = 0;
} else if (self.state.pose === 'stand') {
lUpperArmAngle += self.state.vx * 0.01;
rUpperArmAngle -= self.state.vx * 0.01;
lLowerArmAngle += Math.sin(Date.now() * 0.003) * 0.08;
rLowerArmAngle -= Math.sin(Date.now() * 0.003) * 0.08;
}
// Left arm
lUpperArm.x = lShoulderX;
lUpperArm.y = lShoulderY;
var lElbowX = lUpperArm.x + Math.sin(lUpperArmAngle) * upperArmH;
var lElbowY = lUpperArm.y + Math.cos(lUpperArmAngle) * upperArmH;
lElbow.x = lElbowX;
lElbow.y = lElbowY;
lUpperArm.rotation = Math.atan2(lElbow.y - lUpperArm.y, lElbow.x - lUpperArm.x) - Math.PI / 2;
lLowerArm.x = lElbowX;
lLowerArm.y = lElbowY;
lLowerArm.rotation = lLowerArmAngle;
// Right arm (mirror of left)
rUpperArm.x = rShoulderX;
rUpperArm.y = rShoulderY;
var rElbowX = rUpperArm.x + Math.sin(rUpperArmAngle) * upperArmH;
var rElbowY = rUpperArm.y + Math.cos(rUpperArmAngle) * upperArmH;
rElbow.x = rElbowX;
rElbow.y = rElbowY;
rUpperArm.rotation = Math.atan2(rElbow.y - rUpperArm.y, rElbow.x - rUpperArm.x) - Math.PI / 2;
rLowerArm.x = rElbowX;
rLowerArm.y = rElbowY;
rLowerArm.rotation = rLowerArmAngle;
// --- Symmetric Legs ---
var legY = bodyH / 2 - 10;
var legX = bodyW / 2 - 18;
// Hips
var lHipX = -legX;
var lHipY = legY;
var rHipX = legX;
var rHipY = legY;
lHip.x = lHipX;
lHip.y = lHipY;
rHip.x = rHipX;
rHip.y = rHipY;
// Default symmetric leg pose
var legAbduction = 0.28;
// Ava: Reduce outward angle of lower legs in stand pose (bring lower legs even closer together)
var lowerLegOutAngle = 0.16;
var lUpperLegAngle = legAbduction + (self.state.lUpperLegRotation || 0);
var rUpperLegAngle = -legAbduction + (self.state.rUpperLegRotation || 0);
var lLowerLegAngle = lowerLegOutAngle + (self.state.lLowerLegRotation || 0);
var rLowerLegAngle = -lowerLegOutAngle + (self.state.rLowerLegRotation || 0);
// Symmetric pose-based leg animation
if (self.state.pose === 'sit' || self.state.pose === 'sit_mirror') {
// Parallel (not cross-legged) sit pose
// Hips
lUpperLeg.x = lHip.x;
lUpperLeg.y = lHip.y;
rUpperLeg.x = rHip.x;
rUpperLeg.y = rHip.y;
// Thighs angled more outward, knees forward
var sitThighAngle = 0.55; // radians, larger outward angle for open thighs
var sitKneeForward = upperLegH * 0.95; // how far forward knees are from hips
// Mirror logic: swap left/right for sit_mirror
var mirror = self.state.pose === 'sit_mirror' ? -1 : 1;
// Left knee
var lKneeX = lUpperLeg.x + Math.sin(-sitThighAngle * mirror) * sitKneeForward;
var lKneeY = lUpperLeg.y + Math.cos(-sitThighAngle * mirror) * sitKneeForward;
// Right knee
var rKneeX = rUpperLeg.x + Math.sin(sitThighAngle * mirror) * sitKneeForward;
var rKneeY = rUpperLeg.y + Math.cos(sitThighAngle * mirror) * sitKneeForward;
// Knees at same y
var avgKneeY = (lKneeY + rKneeY) / 2;
lKneeY = avgKneeY;
rKneeY = avgKneeY;
// Set knee positions
if (lKnee.parent) lKnee.parent.removeChild(lKnee);
if (rKnee.parent) rKnee.parent.removeChild(rKnee);
lKnee.x = lKneeX;
lKnee.y = lKneeY;
rKnee.x = rKneeX;
rKnee.y = rKneeY;
// Upper leg rotations
lUpperLeg.rotation = Math.atan2(lKnee.y - lUpperLeg.y, lKnee.x - lUpperLeg.x) - Math.PI / 2;
rUpperLeg.rotation = Math.atan2(rKnee.y - rUpperLeg.y, rKnee.x - rUpperLeg.x) - Math.PI / 2;
// Lower legs: straight down from knees, feet on ground
var groundY = 2732 - 80;
var lowerLegH_px = 110 * 1.5;
// Left lower leg
lLowerLeg.x = lKnee.x;
lLowerLeg.y = lKnee.y;
var lDeltaY = groundY - lLowerLeg.y;
var lAngle = Math.acos(Math.max(-1, Math.min(1, lDeltaY / lowerLegH_px))) - Math.PI / 2;
lLowerLeg.rotation = lAngle;
// Right lower leg
rLowerLeg.x = rKnee.x;
rLowerLeg.y = rKnee.y;
var rDeltaY = groundY - rLowerLeg.y;
var rAngle = Math.acos(Math.max(-1, Math.min(1, rDeltaY / lowerLegH_px))) - Math.PI / 2;
// Ava: Rotate right lower leg to the left in sit pose, and mirror for sit_mirror
rLowerLeg.rotation = rAngle - 0.55 * mirror;
// Now set knee positions and re-add to ensure they are on top
self.addChild(lKnee);
self.addChild(rKnee);
body.rotation = 0;
// --- Arms: for sit_mirror, open arms to sides, for sit, keep as before ---
if (self.state.pose === 'sit_mirror') {
// Arms open to sides, horizontally
var armY = -bodyH / 2 + 30;
var armX = bodyW / 2 + upperArmW / 2 - 10;
var lShoulderX = -armX;
var lShoulderY = armY;
var rShoulderX = armX;
var rShoulderY = armY;
lShoulder.x = lShoulderX;
lShoulder.y = lShoulderY;
rShoulder.x = rShoulderX;
rShoulder.y = rShoulderY;
// Arms straight out to sides
var lUpperArmAngle = -Math.PI / 2;
var rUpperArmAngle = Math.PI / 2;
var lLowerArmAngle = 0;
var rLowerArmAngle = 0;
// Left arm
lUpperArm.x = lShoulderX;
lUpperArm.y = lShoulderY;
var lElbowX = lUpperArm.x + Math.sin(lUpperArmAngle) * upperArmH;
var lElbowY = lUpperArm.y + Math.cos(lUpperArmAngle) * upperArmH;
lElbow.x = lElbowX;
lElbow.y = lElbowY;
lUpperArm.rotation = Math.atan2(lElbow.y - lUpperArm.y, lElbow.x - lUpperArm.x) - Math.PI / 2;
lLowerArm.x = lElbowX;
lLowerArm.y = lElbowY;
lLowerArm.rotation = lLowerArmAngle;
// Right arm
rUpperArm.x = rShoulderX;
rUpperArm.y = rShoulderY;
var rElbowX = rUpperArm.x + Math.sin(rUpperArmAngle) * upperArmH;
var rElbowY = rUpperArm.y + Math.cos(rUpperArmAngle) * upperArmH;
rElbow.x = rElbowX;
rElbow.y = rElbowY;
rUpperArm.rotation = Math.atan2(rElbow.y - rUpperArm.y, rElbow.x - rUpperArm.x) - Math.PI / 2;
rLowerArm.x = rElbowX;
rLowerArm.y = rElbowY;
rLowerArm.rotation = rLowerArmAngle;
}
} else if (self.state.pose === 'jump') {
// Both upper legs up and slightly inward, knees together, feet up, using IK
// --- Keep knees and upper legs connected in jump pose ---
// --- Make both legs perfectly horizontally aligned in jump pose ---
var jumpThighAngle = 0.45;
var jumpKneeBend = 1.25; // radians, how much the knee is bent (smaller = straighter, larger = more bent)
// Set both hips at same y, and both knees at same y, for perfect horizontal alignment
// Calculate the average x between hips for knee position, and set a fixed y offset for knees
var avgHipY = (lHip.y + rHip.y) / 2;
var avgHipX = (lHip.x + rHip.x) / 2;
var kneeYOffset = -upperLegH * Math.cos(jumpThighAngle); // vertical offset from hips to knees
var kneeY = avgHipY + kneeYOffset;
var kneeXLeft = lHip.x + Math.sin(-jumpThighAngle - legAbduction) * upperLegH;
var kneeXRight = rHip.x + Math.sin(jumpThighAngle + legAbduction) * upperLegH;
// Both knees at same y
lKnee.x = kneeXLeft;
lKnee.y = kneeY;
rKnee.x = kneeXRight;
rKnee.y = kneeY;
// Upper legs: hips to knees
lUpperLeg.x = lHip.x;
lUpperLeg.y = lHip.y;
lUpperLeg.rotation = Math.atan2(lKnee.y - lUpperLeg.y, lKnee.x - lUpperLeg.x) - Math.PI / 2;
rUpperLeg.x = rHip.x;
rUpperLeg.y = rHip.y;
rUpperLeg.rotation = Math.atan2(rKnee.y - rUpperLeg.y, rKnee.x - rUpperLeg.x) - Math.PI / 2;
// Lower legs: knees to ankles, both at same y
// Left
lLowerLeg.x = lKnee.x;
lLowerLeg.y = lKnee.y;
var lJumpShinLen = lowerLegH;
var lJumpAnkleX = lKnee.x + Math.sin(lUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * lJumpShinLen;
var lJumpAnkleY = lKnee.y + Math.cos(lUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * lJumpShinLen;
lLowerLeg.rotation = Math.atan2(lJumpAnkleY - lKnee.y, lJumpAnkleX - lKnee.x) - Math.PI / 2;
// Right
rLowerLeg.x = rKnee.x;
rLowerLeg.y = rKnee.y;
var rJumpShinLen = lowerLegH;
var rJumpAnkleX = rKnee.x + Math.sin(rUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * rJumpShinLen;
var rJumpAnkleY = rKnee.y + Math.cos(rUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * rJumpShinLen;
rLowerLeg.rotation = Math.atan2(rJumpAnkleY - rKnee.y, rJumpAnkleX - rKnee.x) - Math.PI / 2;
// Elbows more bent in jump
lLowerArm.x = lElbow.x;
lLowerArm.y = lElbow.y;
lLowerArm.rotation = 2.0;
rLowerArm.x = rElbow.x;
rLowerArm.y = rElbow.y;
rLowerArm.rotation = -2.0;
body.rotation = 0;
} else if (self.state.pose === 'stand') {
// Ava: Increase outward angle of upper thighs in stand pose (make thighs more open)
var standThighAbduction = 0.32; // increased from 0.18 for more outward angle
// SWAP: swap left and right upper leg abduction
lUpperLegAngle -= standThighAbduction;
rUpperLegAngle += standThighAbduction;
// Gentle walk cycle if moving
var walk = Math.abs(self.state.vx) > 0.5 ? Math.sin(Date.now() * 0.008) * 0.25 : 0;
lUpperLegAngle += walk;
rUpperLegAngle -= walk;
lLowerLegAngle += walk * 0.5;
rLowerLegAngle -= walk * 0.5;
// Left leg
lUpperLeg.x = lHip.x;
lUpperLeg.y = lHip.y;
var lKneeX = lUpperLeg.x + Math.sin(lUpperLegAngle) * upperLegH;
var lKneeY = lUpperLeg.y + Math.cos(lUpperLegAngle) * upperLegH;
lKnee.x = lKneeX;
lKnee.y = lKneeY;
lUpperLeg.rotation = Math.atan2(lKnee.y - lUpperLeg.y, lKnee.x - lUpperLeg.x) - Math.PI / 2;
// SWAP: Attach left lower leg using right lower leg's angle
lLowerLeg.x = lKneeX;
lLowerLeg.y = lKneeY;
var lStandShinLen = lowerLegH;
var lStandAnkleX = lKneeX + Math.sin(rLowerLegAngle) * lStandShinLen;
var lStandAnkleY = lKneeY + Math.cos(rLowerLegAngle) * lStandShinLen;
lLowerLeg.rotation = Math.atan2(lStandAnkleY - lKneeY, lStandAnkleX - lKneeX) - Math.PI / 2;
// Right leg (mirror)
rUpperLeg.x = rHip.x;
rUpperLeg.y = rHip.y;
var rKneeX = rUpperLeg.x + Math.sin(rUpperLegAngle) * upperLegH;
var rKneeY = rUpperLeg.y + Math.cos(rUpperLegAngle) * upperLegH;
rKnee.x = rKneeX;
rKnee.y = rKneeY;
rUpperLeg.rotation = Math.atan2(rKnee.y - rUpperLeg.y, rKnee.x - rUpperLeg.x) - Math.PI / 2;
// SWAP: Attach right lower leg using left lower leg's angle
rLowerLeg.x = rKneeX;
rLowerLeg.y = rKneeY;
var rStandShinLen = lowerLegH;
var rStandAnkleX = rKneeX + Math.sin(lLowerLegAngle) * rStandShinLen;
var rStandAnkleY = rKneeY + Math.cos(lLowerLegAngle) * rStandShinLen;
rLowerLeg.rotation = Math.atan2(rStandAnkleY - rKneeY, rStandAnkleX - rKneeX) - Math.PI / 2;
body.rotation = 0;
}
}
// --- Public puppet actions ---
// Add saga_uzat pose: right arm extended to the right, left arm relaxed down
self.saga_uzat = function () {
if (self.state.grounded && self.state.pose !== 'saga_uzat') {
self.state.pose = 'saga_uzat';
LK.setTimeout(function () {
self.stand();
}, 600);
}
};
self.pullHeadLeft = function () {
// Pull head left, add leftward velocity
if (self.state.grounded) {
self.state.vx -= 12;
self.state.headAngle = -0.5;
tween(self.state, {
headAngle: 0
}, {
duration: 400,
easing: tween.easeOut
});
}
};
self.pullHeadRight = function () {
if (self.state.grounded) {
self.state.vx += 12;
self.state.headAngle = 0.5;
tween(self.state, {
headAngle: 0
}, {
duration: 400,
easing: tween.easeOut
});
}
};
self.jump = function () {
if (self.state.grounded) {
self.state.vy = -48; // Increased jump velocity for higher jump
self.state.grounded = false;
self.state.pose = 'jump';
tween(self.state, {}, {
duration: 0,
onFinish: function onFinish() {
// After 400ms, return to stand pose
LK.setTimeout(function () {
self.state.pose = 'stand';
}, 400);
}
});
}
};
self.sit = function () {
if (self.state.grounded && self.state.pose !== 'sit' && self.state.pose !== 'sit_mirror') {
// Randomly choose between 'sit' and 'sit_mirror'
var poses = ['sit', 'sit_mirror'];
var idx = Math.floor(Math.random() * poses.length);
self.state.pose = poses[idx];
// After 600ms, stand up automatically
LK.setTimeout(function () {
self.stand();
}, 600);
}
};
// Sıcrama: random trigger like sit
self.sıcrama = function () {
if (self.state.grounded && self.state.pose !== 'sıcrama') {
// Only play if not already in sıcrama
self.state.pose = 'sıcrama';
// After 600ms, stand up automatically
LK.setTimeout(function () {
self.stand();
}, 600);
}
};
self.stand = function () {
if (self.state.grounded && self.state.pose !== 'stand') {
self.state.pose = 'stand';
}
};
// --- Physics update ---
self.update = function () {
// --- Track last position for event triggers ---
if (typeof self.lastX === "undefined") self.lastX = self.state.x;
if (typeof self.lastY === "undefined") self.lastY = self.state.y;
// --- Physics update ---
self.state.vy += 3.2; // gravity
self.state.x += self.state.vx;
self.state.y += self.state.vy;
// Friction
if (self.state.grounded) {
self.state.vx *= 0.82;
} else {
self.state.vx *= 0.98;
}
// Clamp to world bounds
if (self.state.x < 0) self.state.x = 0;
if (self.state.x > 2048) self.state.x = 2048;
// Ground collision
var groundY = 2732 - 80;
var puppetFeetOffset = bodyH / 2 + upperLegH + lowerLegH - 20;
var feetY = self.state.y + puppetFeetOffset;
if (feetY >= groundY) {
self.state.y = groundY - puppetFeetOffset;
self.state.vy = 0;
self.state.grounded = true;
if (self.state.pose === 'jump') {
self.state.pose = 'stand';
}
} else {
self.state.grounded = false;
}
// Apply to container (keep puppet at current position)
self.x = self.state.x;
self.y = self.state.y;
updateBodyParts();
// --- Update lastX, lastY for next frame ---
self.lastX = self.state.x;
self.lastY = self.state.y;
};
// --- Start position ---
self.state.x = 600; // Moved puppet further right (was 180)
// --- Ava: Set initial Y so feet are above ground visually ---
// Move puppet slightly higher (raise by 40px)
var puppetFeetOffset = bodyH / 2 + upperLegH + lowerLegH - 20;
self.state.y = 2732 - 80 - puppetFeetOffset - 40;
// Defensive: initialize lastX, lastY for event triggers
self.lastX = self.state.x;
self.lastY = self.state.y;
updateBodyParts();
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// --- Background music playlist (4 tracks, play in random order) ---
// --- World setup ---
// yellow
// blue
// pink
// green
// orange
// purple
// teal
// Wide stereo coin: left and right panned variants
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
} : function (o) {
return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
}, _typeof(o);
}
var musicTracks = [{
id: 'musicId',
volume: 0.1,
start: 0,
end: 1
}, {
id: 'musicId2',
volume: 0.1,
start: 0,
end: 1
}, {
id: 'musicId3',
volume: 0.1,
start: 0,
end: 1
}, {
id: 'musicId4',
volume: 0.1,
start: 0,
end: 1
}];
// Shuffle helper (Fisher-Yates)
function shuffleArray(arr) {
for (var i = arr.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = arr[i];
arr[i] = arr[j];
arr[j] = temp;
}
}
// Maintain a shuffled playlist order
var shuffledMusicOrder = [];
function reshuffleMusicOrder() {
shuffledMusicOrder = [];
for (var i = 0; i < musicTracks.length; ++i) shuffledMusicOrder.push(i);
shuffleArray(shuffledMusicOrder);
}
reshuffleMusicOrder();
var currentMusicOrderIndex = 0;
// Play the next music track in the shuffled order, and keep playing forever
function playNextMusic() {
// If we've played all, reshuffle for a new random order
if (currentMusicOrderIndex >= shuffledMusicOrder.length) {
reshuffleMusicOrder();
currentMusicOrderIndex = 0;
}
var trackIndex = shuffledMusicOrder[currentMusicOrderIndex];
var track = musicTracks[trackIndex];
// Play music and set up onFinish to play the next one
LK.playMusic(track.id, {
loop: false,
volume: track.volume,
start: track.start,
end: track.end,
onFinish: function onFinish() {
currentMusicOrderIndex++;
playNextMusic();
}
});
}
playNextMusic();
game.setBackgroundColor(0x000000);
// --- Background ---
// Ava: Add background image behind all elements
var background = LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
scaleX: 1,
scaleY: 1
});
game.addChild(background);
// Ground
var ground = LK.getAsset('ground', {
anchorX: 0,
anchorY: 0
});
ground.x = 0;
ground.y = 2732 - 80;
game.addChild(ground);
// Finish sign
var finishSign = LK.getAsset('finish_sign', {
anchorX: 0.5,
anchorY: 1,
scaleX: 3,
scaleY: 6 // 2x as tall as before
});
finishSign.x = 2048 - 120;
finishSign.y = 2732 - 80;
game.addChild(finishSign);
// --- Puppet ---
var puppet = new Puppet();
puppet.lastX = puppet.state.x;
puppet.lastY = puppet.state.y;
game.addChild(puppet);
// --- Drums ---
var drums = [];
// Drum positions (relative to center)
// Move drums higher: set drumCenterY above puppet's head
var drumCenterX = 2048 / 2,
drumCenterY = 900; // was 2732 / 2 + 220, now much higher (puppet head is around y=~1200)
var drumRadius = 220 * 3;
var angleList = [{
type: 'left',
angle: -Math.PI / 2 - 0.92 // increased spacing (was 0.7)
}, {
type: 'right',
angle: -Math.PI / 2 + 0.92 // increased spacing (was 0.7)
}, {
type: 'sit',
angle: Math.PI / 2 + 0.7
}, {
type: 'stand',
angle: Math.PI / 2 - 0.7
}];
// --- Drum action pool ---
// Each drum will have all actions, only their order will be shuffled
// Ava: Increase the number of right movement actions (pullHeadRight) in the action pool
var puppetActions = [function () {
puppet.pullHeadLeft();
}, function () {
puppet.pullHeadRight();
}, function () {
puppet.pullHeadRight();
}, function () {
puppet.jump();
}, function () {
puppet.sit();
}, function () {
puppet.sıcrama();
}, function () {
puppet.stand();
}];
// Large center drum (fixed action sequence)
var drumJump = new Drum();
drumJump.setDrum('large');
drumJump.x = drumCenterX;
drumJump.y = drumCenterY;
// Assign a fixed sequence of all 5 actions, and cycle through them
drumJump._actionSequence = puppetActions.slice();
drumJump._actionIndex = 0;
drumJump.action = function () {
drumJump._actionSequence[drumJump._actionIndex]();
drumJump._actionIndex = (drumJump._actionIndex + 1) % drumJump._actionSequence.length;
};
game.addChild(drumJump);
drums.push(drumJump);
// Four medium drums
for (var i = 0; i < angleList.length; ++i) {
var d = new Drum();
d.setDrum(angleList[i].type);
d.x = drumCenterX + Math.cos(angleList[i].angle) * drumRadius;
d.y = drumCenterY + Math.sin(angleList[i].angle) * drumRadius;
// Each drum gets a fixed sequence of all 5 actions, and cycles through them
d._actionSequence = puppetActions.slice();
d._actionIndex = 0;
d.action = function (drum) {
return function () {
drum._actionSequence[drum._actionIndex]();
drum._actionIndex = (drum._actionIndex + 1) % drum._actionSequence.length;
};
}(d);
game.addChild(d);
drums.push(d);
}
// --- Value Circles in Drums ---
var valueCircleValues = [1, 3, 5, 10, 25, 50, 100];
var valueCircleAssets = {
1: 'circle_1',
3: 'circle_3',
5: 'circle_5',
10: 'circle_10',
25: 'circle_25',
50: 'circle_50',
100: 'circle_100'
};
var valueCircleTexts = {};
var currentValueCircle = null;
var currentValueDrum = null;
// Helper: Remove current value circle from drum
function removeValueCircle() {
if (currentValueCircle && currentValueDrum) {
if (currentValueCircle.parent) currentValueCircle.parent.removeChild(currentValueCircle);
if (valueCircleTexts[currentValueCircle._circleValue]) {
if (valueCircleTexts[currentValueCircle._circleValue].parent) {
valueCircleTexts[currentValueCircle._circleValue].parent.removeChild(valueCircleTexts[currentValueCircle._circleValue]);
}
}
currentValueCircle = null;
currentValueDrum = null;
}
}
// Helper: Spawn a value circle in a random drum (not the same as last)
function spawnValueCircle() {
removeValueCircle();
// Pick a random drum
var drumIdx = Math.floor(Math.random() * drums.length);
// Pick a random value
var valueIdx = Math.floor(Math.random() * valueCircleValues.length);
var value = valueCircleValues[valueIdx];
var assetId = valueCircleAssets[value];
var drum = drums[drumIdx];
// Create the circle asset
var circle = LK.getAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
circle.alpha = 0.5;
circle.x = drum.x;
// If this is the center drum, spawn the value circle slightly above the drum center
if (drum.drumType === 'large') {
circle.y = drum.y - 90;
} else {
circle.y = drum.y;
}
circle._circleValue = value;
// Create the text if not already created
if (!valueCircleTexts[value]) {
var txt = new Text2("" + value, {
size: 180,
fill: 0x222222
});
txt.anchor.set(0.5, 0.5);
valueCircleTexts[value] = txt;
}
var txt = valueCircleTexts[value];
txt.x = drum.x;
if (drum.drumType === 'large') {
txt.y = drum.y - 90;
} else {
txt.y = drum.y;
}
// Add to game
game.addChild(circle);
game.addChild(txt);
currentValueCircle = circle;
currentValueDrum = drum;
}
// Timer: spawn every 1s
var valueCircleTimer = LK.setInterval(function () {
if (gameEnded) return;
spawnValueCircle();
}, 1000);
// Patch all drum actions to also spawn a new value circle in a different drum
for (var i = 0; i < drums.length; ++i) {
(function (drum) {
var oldAction = drum.action;
drum.action = function () {
// If this drum is the one with the value circle, add its value to second score and main score
if (!gameEnded && currentValueDrum === drum && currentValueCircle && typeof currentValueCircle._circleValue === "number") {
secondScore += currentValueCircle._circleValue;
secondScoreText.setText(formatSecondScore(secondScore));
// Add to main score as well
LK.setScore(LK.getScore() + currentValueCircle._circleValue);
// Play wide stereo coin sound
LK.getSound('coin_left').play();
LK.getSound('coin_right').play();
// --- Add colored glow effect around the value circle ---
// Pick color based on value
var glowColor = 0xffe066; // default yellow
if (currentValueCircle._circleValue === 1) glowColor = 0xffe066;else if (currentValueCircle._circleValue === 3) glowColor = 0x66c2ff;else if (currentValueCircle._circleValue === 5) glowColor = 0xff66a3;else if (currentValueCircle._circleValue === 10) glowColor = 0x7cff66;else if (currentValueCircle._circleValue === 25) glowColor = 0xffa366;else if (currentValueCircle._circleValue === 50) glowColor = 0xb366ff;else if (currentValueCircle._circleValue === 100) glowColor = 0x66ffd9;
// Create a glow circle (slightly larger, fully transparent at start)
var glow = LK.getAsset(valueCircleAssets[currentValueCircle._circleValue], {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.35,
scaleY: 1.35
});
glow.x = currentValueCircle.x;
glow.y = currentValueCircle.y;
glow.alpha = 0.0;
glow.tint = glowColor;
// Add to game, behind the value circle
if (currentValueCircle.parent) {
var parent = currentValueCircle.parent;
var idx = parent.getChildIndex(currentValueCircle);
parent.addChildAt(glow, Math.max(0, idx));
} else {
game.addChild(glow);
}
// Animate the glow: fade in and out, and scale up a bit
tween(glow, {
alpha: 0.7,
scaleX: 1.7,
scaleY: 1.7
}, {
duration: 120,
onFinish: function onFinish() {
tween(glow, {
alpha: 0.0,
scaleX: 2.0,
scaleY: 2.0
}, {
duration: 320,
onFinish: function onFinish() {
if (glow.parent) glow.parent.removeChild(glow);
}
});
}
});
}
// --- Puppet arms up clapping animation ---
// Only trigger clapping if a point is collected AND value is 100
if (!gameEnded && currentValueDrum === drum && currentValueCircle && typeof currentValueCircle._circleValue === "number" && currentValueCircle._circleValue === 100 && _typeof(puppet) === "object" && puppet.state && puppet.state.pose !== "clap") {
// Save previous pose to restore after clapping
var prevPose = puppet.state.pose;
puppet.state.pose = "clap";
// Animate arms up and clapping motion
// We'll use a tween to create a quick up-down-up movement
var clapCount = 2;
var clapDuration = 120;
var totalClapTime = clapCount * 2 * clapDuration;
var _clapTween = function clapTween(count) {
if (count <= 0) {
// Restore previous pose after clapping
puppet.state.pose = prevPose === "clap" ? "stand" : prevPose;
return;
}
// Arms together (clap)
puppet._clapArms = true;
tween(puppet, {}, {
duration: clapDuration,
onFinish: function onFinish() {
// Arms apart
puppet._clapArms = false;
tween(puppet, {}, {
duration: clapDuration,
onFinish: function onFinish() {
_clapTween(count - 1);
}
});
}
});
};
_clapTween(clapCount);
}
if (typeof oldAction === "function") oldAction();
// Only respawn if not ended
if (!gameEnded) {
// Only respawn if this drum is not already the current one
var prevDrum = currentValueDrum;
var prevCircle = currentValueCircle;
// Remove current value circle
removeValueCircle();
// Pick a new drum (not the same as this one)
var availableDrums = drums.filter(function (d) {
return d !== drum;
});
var drumIdx = Math.floor(Math.random() * availableDrums.length);
var newDrum = availableDrums[drumIdx];
// Pick a random value
var valueIdx = Math.floor(Math.random() * valueCircleValues.length);
var value = valueCircleValues[valueIdx];
var assetId = valueCircleAssets[value];
// Create the circle asset
var circle = LK.getAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
circle.alpha = 0.5;
circle.x = newDrum.x;
// If this is the center drum, spawn the value circle slightly above the drum center
if (newDrum.drumType === 'large') {
circle.y = newDrum.y - 90;
} else {
circle.y = newDrum.y;
}
circle._circleValue = value;
// Create the text if not already created
if (!valueCircleTexts[value]) {
var txt = new Text2("" + value, {
size: 180,
fill: 0x222222
});
txt.anchor.set(0.5, 0.5);
valueCircleTexts[value] = txt;
}
var txt = valueCircleTexts[value];
txt.x = newDrum.x;
if (newDrum.drumType === 'large') {
txt.y = newDrum.y - 90;
} else {
txt.y = newDrum.y;
}
// Add to game
game.addChild(circle);
game.addChild(txt);
currentValueCircle = circle;
currentValueDrum = newDrum;
}
};
})(drums[i]);
}
var timeLeft = 60;
function formatTimeDigital(secs) {
var m = Math.floor(secs / 60);
var s = secs % 60;
var mm = m < 10 ? "0" + m : "" + m;
var ss = s < 10 ? "0" + s : "" + s;
return mm + ":" + ss;
}
var timerText = new Text2(formatTimeDigital(60), {
size: 120,
fill: '#ffffff'
});
timerText.anchor.set(0.5, 0);
LK.gui.top.addChild(timerText);
// --- Second Score Display (below timer) ---
var secondScore = 0;
function formatSecondScore(val) {
var s = "" + Math.floor(val);
while (s.length < 5) s = "0" + s;
return s;
}
var secondScoreText = new Text2(formatSecondScore(0), {
size: 160,
fill: '#ffe066'
});
secondScoreText.anchor.set(0.5, 0);
// Position just below timerText (timerText is at top center, so y=timerText.height)
secondScoreText.y = timerText.height + 10;
LK.gui.top.addChild(secondScoreText);
// --- Score/Win state ---
var gameEnded = false;
// --- Timer logic ---
var timerInterval = LK.setInterval(function () {
if (gameEnded) return;
timeLeft -= 1;
if (timeLeft < 0) timeLeft = 0;
timerText.setText(formatTimeDigital(timeLeft));
if (timeLeft === 0 && !gameEnded) {
gameEnded = true;
LK.setScore(0); // Set final score to 0 if time runs out
LK.getSound('lose').play();
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();
}
}, 1000);
// --- Game update ---
game.update = function () {
if (gameEnded) return;
puppet.update();
// Win condition: puppet body collides with finish sign using intersects
if (!gameEnded && puppet.intersects(finishSign)) {
gameEnded = true;
// Add remaining time * 10 to final score
var finalScore = secondScore + timeLeft * 10;
LK.setScore(finalScore); // Set score to finalScore as final score
LK.getSound('win').play();
LK.effects.flashScreen(0x44c767, 800);
LK.showYouWin();
}
};
// --- Clean up on game over ---
game.onDestroy = function () {
LK.clearInterval(timerInterval);
};
// --- UX: drums are always on top ---
for (var i = 0; i < drums.length; ++i) {
game.addChild(drums[i]);
}