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Alt kolları da hemen üst kol hizasina çek
User prompt
Sol üst kol ile sağ dirsek bağla
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Sağ Üst kol ile sağ dirseki bağla
User prompt
Alt kolların üst kenarının tam ortasını dirseklerin alt kenarına bağla ve alt kollar bu noktadan hereket edebilsin.bütün pozları güncelle.
User prompt
Sol alt kol ve sağ alt kol yer değiştir.
User prompt
Üst kolları sağ ve sol yer değiştir.
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Üst kolları biraz aç
User prompt
Üst kolların alt kenarının tam ortasını dirseklerin üst kenarına bağla ve üst kollar bu noktadan hereket edebilsin.bütün pozları güncelle.
User prompt
Üst kolların üst kenarının tam ortasını omuzların alt kenarına bağla ve üst kollar bu noktadan hereket edebilsin. bütün pozları güncelle.
User prompt
Üst kolların üst kenarının tam ortası omuzlara bağla ve üst kollar bu noktadan hereket edebilsin.bütün pozları güncelle.
User prompt
Üst kolun hemen alt kenarının tam ortasını dirseke bağla
User prompt
Üst Kolların alt kısımlarını dirseklere bağla.
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Tüm pozları gözden geçir ik sorunlarını gider zorla
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Zıplama pozuda oturma pozuyla benzer olsun.
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Kuklaya tıkladıgımda tüm pozlar gözükmüyor
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Kalça hep vücut altında sabit olsun.
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Kuklaya her tıkladığımda pozları sırayla göster. Sorunları test edeceğim
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Bu sıra jumda bozuluyor düzelt
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Üst bacakların kalçayla bağlantısı hiçbir pozda kopmasın. Aynı şekilde sol üst bacak-sol diz-sol alt bacak hiç kopmasın. sağ üst bacak -sag diz - sağ alt bacak hiç kopmasın.
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Ayakta pozunda sol diz ile sol alt bacak sağ diz ile sağ alt bacak bağlansın ik
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Üst bacak ve alt bacak bağlantısında ik kısıtlarını ekle
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Oturma pozunu bağdaş kurma pozuns çevir.
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Tüm vücut parçaları ve pozların ik kinematik fizik hareketlerini ve işlevlerini tekrar güncelle, iyileştir.
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soldaki ve sağdaki enstrümanları basınca oyun bitene kadar sürekli çal ta ki bir kez daha basincaya kadar.
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soldaki ve sağdaki enstrümanları basınca sürekli çal ta ki bir kez daha basincaya kadar.
/**** * 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') { // Play with very long reverb effect if (typeof reverb !== "undefined" && reverb.add) { var leftSound = LK.getSound('drum_tap_left'); reverb.add(leftSound, { reverbTime: 3.5 }); // simulate very long reverb (if plugin supports param) leftSound.play(); } else { LK.getSound('drum_tap_left').play(); } } else if (self.drumType === 'right') { // Play with very long reverb effect if (typeof reverb !== "undefined" && reverb.add) { var rightSound = LK.getSound('drum_tap_right'); reverb.add(rightSound, { reverbTime: 3.5 }); // simulate very long reverb (if plugin supports param) rightSound.play(); } else { 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 }); // Single hip (center) var hip = 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 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 }); // Left lower leg var lLowerLeg = self.attachAsset('puppet_lowerleg', { anchorX: 0.5, anchorY: 0, 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 }); // Right lower leg var rLowerLeg = self.attachAsset('puppet_lowerleg', { anchorX: 0.5, anchorY: 0, 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 }; // --- Positioning offsets (relative to puppet center) --- function updateBodyParts() { // Head head.x = 0; // Move head higher above the neck for a more natural look (was +10, now -30 for more separation) head.y = -bodyH / 2 - headH / 2 - 30; head.rotation = self.state.headAngle; // Neck: place between head and body, sized to match hip // Use hip asset size for neck size/placement var hipH = 44 * 1.5; // puppet_hip height * scale var neckH = hipH; neck.x = 0; neck.y = -bodyH / 2 - neckH / 2 + 38; // 38 is a small offset to visually connect neck, adjust as needed neck.rotation = 0; // Body body.x = 0; body.y = -bodyH / 2; // Arms var armY = -bodyH / 2 + 30; var armX = bodyW / 2 + upperArmW / 2 - 10; // Shoulder positions var lShoulderX = -armX; var lShoulderY = armY; var rShoulderX = armX; var rShoulderY = armY; // Place shoulder assets at shoulder positions lShoulder.x = lShoulderX; lShoulder.y = lShoulderY; rShoulder.x = rShoulderX; rShoulder.y = rShoulderY; // --- Improved arm kinematics --- // Default arm pose angles var lUpperArmAngle = -0.18; var rUpperArmAngle = 0.18; var lLowerArmAngle = 0.25; var rLowerArmAngle = -0.25; // Pose-based arm animation if (self.state.pose === 'sit') { lUpperArmAngle = -1.25; rUpperArmAngle = 1.25; lLowerArmAngle = 1.5; rLowerArmAngle = -1.5; } else if (self.state.pose === 'jump') { lUpperArmAngle = -1.1; rUpperArmAngle = 1.1; lLowerArmAngle = 2.0; rLowerArmAngle = -2.0; } else if (self.state.pose === 'stand') { // Gentle swing based on horizontal velocity for more life 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 upper arm lUpperArm.x = lShoulderX; lUpperArm.y = lShoulderY; lUpperArm.rotation = lUpperArmAngle; // Left elbow position var lElbowX = lUpperArm.x + Math.sin(lUpperArmAngle) * upperArmH; var lElbowY = lUpperArm.y + Math.cos(lUpperArmAngle) * upperArmH; lElbow.x = lElbowX; lElbow.y = lElbowY; // Left lower arm // Attach lower arm to elbow, so that the top of the lower arm is at the elbow lLowerArm.x = lElbowX; lLowerArm.y = lElbowY; lLowerArm.rotation = lLowerArmAngle; // Move the lower arm so that its top (anchorY=0) is at the elbow, and the arm extends away from the elbow lLowerArm.x = lElbowX + Math.sin(lLowerArmAngle) * (lowerArmH * lLowerArm.scaleY) * 0; lLowerArm.y = lElbowY + Math.cos(lLowerArmAngle) * (lowerArmH * lLowerArm.scaleY) * 0; // Right upper arm rUpperArm.x = rShoulderX; rUpperArm.y = rShoulderY; rUpperArm.rotation = rUpperArmAngle; // Right elbow position var rElbowX = rUpperArm.x + Math.sin(rUpperArmAngle) * upperArmH; var rElbowY = rUpperArm.y + Math.cos(rUpperArmAngle) * upperArmH; rElbow.x = rElbowX; rElbow.y = rElbowY; // Right lower arm // Attach lower arm to elbow, so that the top of the lower arm is at the elbow rLowerArm.x = rElbowX; rLowerArm.y = rElbowY; rLowerArm.rotation = rLowerArmAngle; // Move the lower arm so that its top (anchorY=0) is at the elbow, and the arm extends away from the elbow rLowerArm.x = rElbowX + Math.sin(rLowerArmAngle) * (lowerArmH * rLowerArm.scaleY) * 0; rLowerArm.y = rElbowY + Math.cos(rLowerArmAngle) * (lowerArmH * rLowerArm.scaleY) * 0; // --- Improved leg kinematics --- var legY = bodyH / 2 - 10; var legX = bodyW / 2 - 18; // Hip position (center) var hipX = 0; var hipY = legY; hip.x = hipX; hip.y = hipY; // Both legs originate from the single hip var lHipX = hipX - legX; var lHipY = hipY; var rHipX = hipX + legX; var rHipY = hipY; // Default leg pose var lUpperLegAngle = 0.18; var rUpperLegAngle = -0.18; var lLowerLegAngle = 0.25; var rLowerLegAngle = -0.25; // Pose-based leg animation if (self.state.pose === 'sit') { lUpperLegAngle = 1.35; rUpperLegAngle = 1.35; lLowerLegAngle = lUpperLegAngle - Math.PI / 2 + 0.15; rLowerLegAngle = rUpperLegAngle - Math.PI / 2 - 0.15; } else if (self.state.pose === 'jump') { lUpperLegAngle = -1.2; rUpperLegAngle = -1.2; lLowerLegAngle = lUpperLegAngle + 2.1; rLowerLegAngle = rUpperLegAngle + 2.1; } else if (self.state.pose === 'stand') { // 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 upper leg lUpperLeg.x = hip.x - legX; lUpperLeg.y = hip.y; lUpperLeg.rotation = lUpperLegAngle; // Calculate left knee position var lKneeX = lUpperLeg.x + Math.sin(lUpperLegAngle) * upperLegH; var lKneeY = lUpperLeg.y + Math.cos(lUpperLegAngle) * upperLegH; lKnee.x = lKneeX; lKnee.y = lKneeY; // Attach lower leg at knee, rotate for more natural foot placement lLowerLeg.x = lKneeX; lLowerLeg.y = lKneeY; lLowerLeg.rotation = lLowerLegAngle; // Right upper leg rUpperLeg.x = hip.x + legX; rUpperLeg.y = hip.y; rUpperLeg.rotation = rUpperLegAngle; // Calculate right knee position var rKneeX = rUpperLeg.x + Math.sin(rUpperLegAngle) * upperLegH; var rKneeY = rUpperLeg.y + Math.cos(rUpperLegAngle) * upperLegH; rKnee.x = rKneeX; rKnee.y = rKneeY; // Attach lower leg at knee, rotate for more natural foot placement rLowerLeg.x = rKneeX; rLowerLeg.y = rKneeY; rLowerLeg.rotation = rLowerLegAngle; // Pose adjustments if (self.state.pose === 'sit') { // Sitting: thighs forward, knees bent, shins down lUpperLeg.x = hip.x - legX; lUpperLeg.y = hip.y; lUpperLeg.rotation = 1.35; var lKneeX = lUpperLeg.x + Math.sin(lUpperLeg.rotation) * upperLegH; var lKneeY = lUpperLeg.y + Math.cos(lUpperLeg.rotation) * upperLegH; lKnee.x = lKneeX; lKnee.y = lKneeY; lLowerLeg.x = lKneeX; lLowerLeg.y = lKneeY; lLowerLeg.rotation = lUpperLeg.rotation - Math.PI / 2 + 0.15; rUpperLeg.x = hip.x + legX; rUpperLeg.y = hip.y; rUpperLeg.rotation = 1.35; var rKneeX = rUpperLeg.x + Math.sin(rUpperLeg.rotation) * upperLegH; var rKneeY = rUpperLeg.y + Math.cos(rUpperLeg.rotation) * upperLegH; rKnee.x = rKneeX; rKnee.y = rKneeY; rLowerLeg.x = rKneeX; rLowerLeg.y = rKneeY; rLowerLeg.rotation = rUpperLeg.rotation - Math.PI / 2 - 0.15; body.rotation = -0.18; } else if (self.state.pose === 'jump') { // Jump: legs up, knees bent, elbows and knees more pronounced lUpperLeg.x = hip.x - legX; lUpperLeg.y = hip.y; lUpperLeg.rotation = -1.2; var lKneeX = lUpperLeg.x + Math.sin(lUpperLeg.rotation) * upperLegH; var lKneeY = lUpperLeg.y + Math.cos(lUpperLeg.rotation) * upperLegH; lKnee.x = lKneeX; lKnee.y = lKneeY; lLowerLeg.x = lKneeX; lLowerLeg.y = lKneeY; lLowerLeg.rotation = lUpperLeg.rotation + 2.1; rUpperLeg.x = hip.x + legX; rUpperLeg.y = hip.y; rUpperLeg.rotation = -1.2; var rKneeX = rUpperLeg.x + Math.sin(rUpperLeg.rotation) * upperLegH; var rKneeY = rUpperLeg.y + Math.cos(rUpperLeg.rotation) * upperLegH; rKnee.x = rKneeX; rKnee.y = rKneeY; rLowerLeg.x = rKneeX; rLowerLeg.y = rKneeY; rLowerLeg.rotation = rUpperLeg.rotation + 2.1; // Elbows more bent in jump lUpperArm.rotation = -1.1; var lElbowX = lUpperArm.x + Math.sin(lUpperArm.rotation) * upperArmH; var lElbowY = lUpperArm.y + Math.cos(lUpperArm.rotation) * upperArmH; lElbow.x = lElbowX; lElbow.y = lElbowY; lLowerArm.x = lElbowX; lLowerArm.y = lElbowY; lLowerArm.rotation = 2.0; // Move the lower arm so that its top (anchorY=0) is at the elbow, and the arm extends away from the elbow lLowerArm.x = lElbowX + Math.sin(2.0) * (lowerArmH * lLowerArm.scaleY) * 0; lLowerArm.y = lElbowY + Math.cos(2.0) * (lowerArmH * lLowerArm.scaleY) * 0; rUpperArm.rotation = 1.1; var rElbowX = rUpperArm.x + Math.sin(rUpperArm.rotation) * upperArmH; var rElbowY = rUpperArm.y + Math.cos(rUpperArm.rotation) * upperArmH; rElbow.x = rElbowX; rElbow.y = rElbowY; rLowerArm.x = rElbowX; rLowerArm.y = rElbowY; rLowerArm.rotation = -2.0; // Move the lower arm so that its top (anchorY=0) is at the elbow, and the arm extends away from the elbow rLowerArm.x = rElbowX + Math.sin(-2.0) * (lowerArmH * rLowerArm.scaleY) * 0; rLowerArm.y = rElbowY + Math.cos(-2.0) * (lowerArmH * rLowerArm.scaleY) * 0; body.rotation = 0.12; } else { body.rotation = 0; } } // --- Public puppet actions --- 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'; // 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 () { // Gravity if (!self.state.grounded) { self.state.vy += 2.2; // gravity if (self.state.vy > 40) self.state.vy = 40; } // Friction if (self.state.grounded) { self.state.vx *= 0.82; if (Math.abs(self.state.vx) < 0.5) self.state.vx = 0; } else { self.state.vx *= 0.98; } // Move self.state.x += self.state.vx; self.state.y += self.state.vy; // Clamp to world bounds if (self.state.x < 80) self.state.x = 80; if (self.state.x > 2048 - 80) self.state.x = 2048 - 80; // --- Ava: Adjust puppet Y so feet are above ground visually --- // The puppet's feet are at y + (bodyH/2) + upperLegH + lowerLegH - 10 - 10 // ground.y = 2732 - 80, ground height = 80 // So, puppet.y + (bodyH/2) + upperLegH + lowerLegH - 20 = 2732 - 80 // puppet.y = 2732 - 80 - (bodyH/2) - upperLegH - lowerLegH + 20 var puppetFeetOffset = bodyH / 2 + upperLegH + lowerLegH - 20; var puppetGroundY = 2732 - 80 - puppetFeetOffset; if (self.state.y > puppetGroundY) self.state.y = puppetGroundY; // above ground // Ground collision if (self.state.y >= puppetGroundY) { self.state.y = puppetGroundY; 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 self.x = self.state.x; self.y = self.state.y; updateBodyParts(); }; // --- Start position --- self.state.x = 600; // Moved puppet further right (was 180) // --- Ava: Set initial Y so feet are above ground visually --- var puppetFeetOffset = bodyH / 2 + upperLegH + lowerLegH - 20; self.state.y = 2732 - 80 - puppetFeetOffset; updateBodyParts(); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Ava: background asset // Apply reverb to all drum and win/lose sounds // --- World setup --- // Puppet body parts (shapes) // Drums // Ground // Finish sign // Drum tap sound // Win/lose sound // Define and initialize the reverb object before using it var reverb = { add: function add(sound) { // Dummy implementation: does nothing, but prevents errors // In a real environment, this would apply a reverb effect to the sound } }; reverb.add(LK.getSound('drum_tap_center')); reverb.add(LK.getSound('drum_tap_left')); reverb.add(LK.getSound('drum_tap_right')); reverb.add(LK.getSound('drum_tap_sit')); reverb.add(LK.getSound('drum_tap_stand')); reverb.add(LK.getSound('lose')); reverb.add(LK.getSound('win')); // --- Background music playlist (4 tracks, play in random order) --- 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; } } // Start with a shuffled playlist var shuffledMusicOrder = []; function reshuffleMusicOrder() { shuffledMusicOrder = []; for (var i = 0; i < musicTracks.length; ++i) shuffledMusicOrder.push(i); shuffleArray(shuffledMusicOrder); } reshuffleMusicOrder(); var currentMusicOrderIndex = 0; 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]; 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); // Finish text removed // --- Puppet --- var puppet = new Puppet(); 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 - 0.7 }, { type: 'right', angle: -Math.PI / 2 + 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.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); } // --- Timer --- 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); // --- 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.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; LK.setScore(timeLeft); // Set score to remaining seconds LK.getSound('win').play(); LK.effects.flashScreen(0x44c767, 800); LK.showYouWin(); } }; // --- Clean up on game over --- game.onDestroy = function () { LK.clearInterval(timerInterval); }; // --- Prevent accidental tap on top left (menu) --- /* No elements are placed at (0,0)-(100,100) */ // --- UX: drums are always on top --- for (var i = 0; i < drums.length; ++i) { game.addChild(drums[i]); }
===================================================================
--- original.js
+++ change.js
@@ -277,32 +277,30 @@
lShoulder.y = lShoulderY;
rShoulder.x = rShoulderX;
rShoulder.y = rShoulderY;
// --- Improved arm kinematics ---
- // Default arm pose angles (neutral, slightly bent)
- var lUpperArmAngle = -0.22;
- var rUpperArmAngle = 0.22;
- var lLowerArmAngle = 0.38;
- var rLowerArmAngle = -0.38;
+ // Default arm pose angles
+ var lUpperArmAngle = -0.18;
+ var rUpperArmAngle = 0.18;
+ var lLowerArmAngle = 0.25;
+ var rLowerArmAngle = -0.25;
// Pose-based arm animation
if (self.state.pose === 'sit') {
- // Arms relaxed down, slightly forward
- lUpperArmAngle = -1.35;
- rUpperArmAngle = 1.35;
- lLowerArmAngle = 1.7;
- rLowerArmAngle = -1.7;
+ lUpperArmAngle = -1.25;
+ rUpperArmAngle = 1.25;
+ lLowerArmAngle = 1.5;
+ rLowerArmAngle = -1.5;
} else if (self.state.pose === 'jump') {
- // Arms up, elbows bent
- lUpperArmAngle = -1.05;
- rUpperArmAngle = 1.05;
- lLowerArmAngle = 2.2;
- rLowerArmAngle = -2.2;
+ lUpperArmAngle = -1.1;
+ rUpperArmAngle = 1.1;
+ lLowerArmAngle = 2.0;
+ rLowerArmAngle = -2.0;
} else if (self.state.pose === 'stand') {
// Gentle swing based on horizontal velocity for more life
- lUpperArmAngle += self.state.vx * 0.012;
- rUpperArmAngle -= self.state.vx * 0.012;
- lLowerArmAngle += Math.sin(Date.now() * 0.003) * 0.09;
- rLowerArmAngle -= Math.sin(Date.now() * 0.003) * 0.09;
+ 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 upper arm
lUpperArm.x = lShoulderX;
lUpperArm.y = lShoulderY;
@@ -312,11 +310,15 @@
var lElbowY = lUpperArm.y + Math.cos(lUpperArmAngle) * upperArmH;
lElbow.x = lElbowX;
lElbow.y = lElbowY;
// Left lower arm
+ // Attach lower arm to elbow, so that the top of the lower arm is at the elbow
lLowerArm.x = lElbowX;
lLowerArm.y = lElbowY;
lLowerArm.rotation = lLowerArmAngle;
+ // Move the lower arm so that its top (anchorY=0) is at the elbow, and the arm extends away from the elbow
+ lLowerArm.x = lElbowX + Math.sin(lLowerArmAngle) * (lowerArmH * lLowerArm.scaleY) * 0;
+ lLowerArm.y = lElbowY + Math.cos(lLowerArmAngle) * (lowerArmH * lLowerArm.scaleY) * 0;
// Right upper arm
rUpperArm.x = rShoulderX;
rUpperArm.y = rShoulderY;
rUpperArm.rotation = rUpperArmAngle;
@@ -325,11 +327,15 @@
var rElbowY = rUpperArm.y + Math.cos(rUpperArmAngle) * upperArmH;
rElbow.x = rElbowX;
rElbow.y = rElbowY;
// Right lower arm
+ // Attach lower arm to elbow, so that the top of the lower arm is at the elbow
rLowerArm.x = rElbowX;
rLowerArm.y = rElbowY;
rLowerArm.rotation = rLowerArmAngle;
+ // Move the lower arm so that its top (anchorY=0) is at the elbow, and the arm extends away from the elbow
+ rLowerArm.x = rElbowX + Math.sin(rLowerArmAngle) * (lowerArmH * rLowerArm.scaleY) * 0;
+ rLowerArm.y = rElbowY + Math.cos(rLowerArmAngle) * (lowerArmH * rLowerArm.scaleY) * 0;
// --- Improved leg kinematics ---
var legY = bodyH / 2 - 10;
var legX = bodyW / 2 - 18;
// Hip position (center)
@@ -341,29 +347,27 @@
var lHipX = hipX - legX;
var lHipY = hipY;
var rHipX = hipX + legX;
var rHipY = hipY;
- // Default leg pose (neutral, slightly bent)
- var lUpperLegAngle = 0.22;
- var rUpperLegAngle = -0.22;
- var lLowerLegAngle = 0.38;
- var rLowerLegAngle = -0.38;
+ // Default leg pose
+ var lUpperLegAngle = 0.18;
+ var rUpperLegAngle = -0.18;
+ var lLowerLegAngle = 0.25;
+ var rLowerLegAngle = -0.25;
// Pose-based leg animation
if (self.state.pose === 'sit') {
- // Thighs forward, knees bent, shins down
- lUpperLegAngle = 1.45;
- rUpperLegAngle = 1.45;
- lLowerLegAngle = lUpperLegAngle - Math.PI / 2 + 0.18;
- rLowerLegAngle = rUpperLegAngle - Math.PI / 2 - 0.18;
+ lUpperLegAngle = 1.35;
+ rUpperLegAngle = 1.35;
+ lLowerLegAngle = lUpperLegAngle - Math.PI / 2 + 0.15;
+ rLowerLegAngle = rUpperLegAngle - Math.PI / 2 - 0.15;
} else if (self.state.pose === 'jump') {
- // Legs up, knees bent
- lUpperLegAngle = -1.05;
- rUpperLegAngle = -1.05;
- lLowerLegAngle = lUpperLegAngle + 2.25;
- rLowerLegAngle = rUpperLegAngle + 2.25;
+ lUpperLegAngle = -1.2;
+ rUpperLegAngle = -1.2;
+ lLowerLegAngle = lUpperLegAngle + 2.1;
+ rLowerLegAngle = rUpperLegAngle + 2.1;
} else if (self.state.pose === 'stand') {
// Gentle walk cycle if moving
- var walk = Math.abs(self.state.vx) > 0.5 ? Math.sin(Date.now() * 0.008) * 0.28 : 0;
+ 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;
@@ -398,83 +402,72 @@
if (self.state.pose === 'sit') {
// Sitting: thighs forward, knees bent, shins down
lUpperLeg.x = hip.x - legX;
lUpperLeg.y = hip.y;
- lUpperLeg.rotation = 1.45;
+ lUpperLeg.rotation = 1.35;
var lKneeX = lUpperLeg.x + Math.sin(lUpperLeg.rotation) * upperLegH;
var lKneeY = lUpperLeg.y + Math.cos(lUpperLeg.rotation) * upperLegH;
lKnee.x = lKneeX;
lKnee.y = lKneeY;
lLowerLeg.x = lKneeX;
lLowerLeg.y = lKneeY;
- lLowerLeg.rotation = lUpperLeg.rotation - Math.PI / 2 + 0.18;
+ lLowerLeg.rotation = lUpperLeg.rotation - Math.PI / 2 + 0.15;
rUpperLeg.x = hip.x + legX;
rUpperLeg.y = hip.y;
- rUpperLeg.rotation = 1.45;
+ rUpperLeg.rotation = 1.35;
var rKneeX = rUpperLeg.x + Math.sin(rUpperLeg.rotation) * upperLegH;
var rKneeY = rUpperLeg.y + Math.cos(rUpperLeg.rotation) * upperLegH;
rKnee.x = rKneeX;
rKnee.y = rKneeY;
rLowerLeg.x = rKneeX;
rLowerLeg.y = rKneeY;
- rLowerLeg.rotation = rUpperLeg.rotation - Math.PI / 2 - 0.18;
- // Arms relaxed down, slightly forward
- lUpperArm.rotation = -1.35;
- var lElbowX = lUpperArm.x + Math.sin(lUpperArm.rotation) * upperArmH;
- var lElbowY = lUpperArm.y + Math.cos(lUpperArm.rotation) * upperArmH;
- lElbow.x = lElbowX;
- lElbow.y = lElbowY;
- lLowerArm.x = lElbowX;
- lLowerArm.y = lElbowY;
- lLowerArm.rotation = 1.7;
- rUpperArm.rotation = 1.35;
- var rElbowX = rUpperArm.x + Math.sin(rUpperArm.rotation) * upperArmH;
- var rElbowY = rUpperArm.y + Math.cos(rUpperArm.rotation) * upperArmH;
- rElbow.x = rElbowX;
- rElbow.y = rElbowY;
- rLowerArm.x = rElbowX;
- rLowerArm.y = rElbowY;
- rLowerArm.rotation = -1.7;
+ rLowerLeg.rotation = rUpperLeg.rotation - Math.PI / 2 - 0.15;
body.rotation = -0.18;
} else if (self.state.pose === 'jump') {
// Jump: legs up, knees bent, elbows and knees more pronounced
lUpperLeg.x = hip.x - legX;
lUpperLeg.y = hip.y;
- lUpperLeg.rotation = -1.05;
+ lUpperLeg.rotation = -1.2;
var lKneeX = lUpperLeg.x + Math.sin(lUpperLeg.rotation) * upperLegH;
var lKneeY = lUpperLeg.y + Math.cos(lUpperLeg.rotation) * upperLegH;
lKnee.x = lKneeX;
lKnee.y = lKneeY;
lLowerLeg.x = lKneeX;
lLowerLeg.y = lKneeY;
- lLowerLeg.rotation = lUpperLeg.rotation + 2.25;
+ lLowerLeg.rotation = lUpperLeg.rotation + 2.1;
rUpperLeg.x = hip.x + legX;
rUpperLeg.y = hip.y;
- rUpperLeg.rotation = -1.05;
+ rUpperLeg.rotation = -1.2;
var rKneeX = rUpperLeg.x + Math.sin(rUpperLeg.rotation) * upperLegH;
var rKneeY = rUpperLeg.y + Math.cos(rUpperLeg.rotation) * upperLegH;
rKnee.x = rKneeX;
rKnee.y = rKneeY;
rLowerLeg.x = rKneeX;
rLowerLeg.y = rKneeY;
- rLowerLeg.rotation = rUpperLeg.rotation + 2.25;
+ rLowerLeg.rotation = rUpperLeg.rotation + 2.1;
// Elbows more bent in jump
- lUpperArm.rotation = -1.05;
+ lUpperArm.rotation = -1.1;
var lElbowX = lUpperArm.x + Math.sin(lUpperArm.rotation) * upperArmH;
var lElbowY = lUpperArm.y + Math.cos(lUpperArm.rotation) * upperArmH;
lElbow.x = lElbowX;
lElbow.y = lElbowY;
lLowerArm.x = lElbowX;
lLowerArm.y = lElbowY;
- lLowerArm.rotation = 2.2;
- rUpperArm.rotation = 1.05;
+ lLowerArm.rotation = 2.0;
+ // Move the lower arm so that its top (anchorY=0) is at the elbow, and the arm extends away from the elbow
+ lLowerArm.x = lElbowX + Math.sin(2.0) * (lowerArmH * lLowerArm.scaleY) * 0;
+ lLowerArm.y = lElbowY + Math.cos(2.0) * (lowerArmH * lLowerArm.scaleY) * 0;
+ rUpperArm.rotation = 1.1;
var rElbowX = rUpperArm.x + Math.sin(rUpperArm.rotation) * upperArmH;
var rElbowY = rUpperArm.y + Math.cos(rUpperArm.rotation) * upperArmH;
rElbow.x = rElbowX;
rElbow.y = rElbowY;
rLowerArm.x = rElbowX;
rLowerArm.y = rElbowY;
- rLowerArm.rotation = -2.2;
+ rLowerArm.rotation = -2.0;
+ // Move the lower arm so that its top (anchorY=0) is at the elbow, and the arm extends away from the elbow
+ rLowerArm.x = rElbowX + Math.sin(-2.0) * (lowerArmH * rLowerArm.scaleY) * 0;
+ rLowerArm.y = rElbowY + Math.cos(-2.0) * (lowerArmH * rLowerArm.scaleY) * 0;
body.rotation = 0.12;
} else {
body.rotation = 0;
}