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Alt kolları da hemen üst kol hizasina çek
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Sol üst kol ile sağ dirsek bağla
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Sağ Üst kol ile sağ dirseki bağla
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Alt kolların üst kenarının tam ortasını dirseklerin alt kenarına bağla ve alt kollar bu noktadan hereket edebilsin.bütün pozları güncelle.
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Sol alt kol ve sağ alt kol yer değiştir.
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Üst kolları sağ ve sol yer değiştir.
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Üst kolları biraz aç
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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.
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Üst kolun hemen alt kenarının tam ortasını dirseke bağla
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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
});
// Right upper arm (was left)
var lUpperArm = self.attachAsset('puppet_upperarm', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
// Right elbow (was left)
var lElbow = self.attachAsset('puppet_elbow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
// Right lower arm (was left) -- now assign to rLowerArm
var rUpperArm = self.attachAsset('puppet_upperarm', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
// Left elbow (was right)
var rElbow = self.attachAsset('puppet_elbow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
// Left lower arm (was right)
var rLowerArm = self.attachAsset('puppet_lowerarm', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
// Left lower arm (was right) -- now assign to lLowerArm
var lLowerArm = 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 (opened wider)
var lUpperArmAngle = 0.45;
var rUpperArmAngle = -0.45;
var lLowerArmAngle = -0.25;
var rLowerArmAngle = 0.25;
// Pose-based arm animation
if (self.state.pose === 'sit') {
lUpperArmAngle = 1.45;
rUpperArmAngle = -1.45;
lLowerArmAngle = -1.5;
rLowerArmAngle = 1.5;
// Anchor upper arms to shoulder bottom in sit pose
lUpperArm.x = lShoulder.x;
lUpperArm.y = lShoulder.y + 38 * 1.5 / 2;
lUpperArm.rotation = lUpperArmAngle;
// Connect upper arm's bottom center to elbow's top center
var lUpperArmBottomX = lUpperArm.x + Math.sin(lUpperArm.rotation) * upperArmH;
var lUpperArmBottomY = lUpperArm.y + Math.cos(lUpperArm.rotation) * upperArmH;
lElbow.x = lUpperArmBottomX;
lElbow.y = lUpperArmBottomY;
lLowerArm.x = lElbow.x;
lLowerArm.y = lElbow.y;
lLowerArm.rotation = lLowerArmAngle;
rUpperArm.x = rShoulder.x;
rUpperArm.y = rShoulder.y + 38 * 1.5 / 2;
rUpperArm.rotation = rUpperArmAngle;
// Connect upper arm's bottom center to elbow's top center
var rUpperArmBottomX = rUpperArm.x + Math.sin(rUpperArm.rotation) * upperArmH;
var rUpperArmBottomY = rUpperArm.y + Math.cos(rUpperArm.rotation) * upperArmH;
rElbow.x = rUpperArmBottomX;
rElbow.y = rUpperArmBottomY;
rLowerArm.x = rElbow.x;
rLowerArm.y = rElbow.y;
rLowerArm.rotation = rLowerArmAngle;
} else if (self.state.pose === 'jump') {
lUpperArmAngle = 1.35;
rUpperArmAngle = -1.35;
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;
}
// Right upper arm: connect its top center to the bottom center of the left shoulder
var lShoulderBottomY = lShoulder.y + 38 * 1.5 / 2; // shoulder asset height * scale / 2
lUpperArm.x = lShoulder.x;
lUpperArm.y = lShoulderBottomY;
lUpperArm.rotation = lUpperArmAngle;
// Right elbow position: connect upper arm's bottom center to elbow's top center
var lUpperArmBottomX = lUpperArm.x + Math.sin(lUpperArmAngle) * upperArmH;
var lUpperArmBottomY = lUpperArm.y + Math.cos(lUpperArmAngle) * upperArmH;
lElbow.x = lUpperArmBottomX;
lElbow.y = lUpperArmBottomY;
// Right lower arm: connect its top center to the bottom center of upper arm (elbow)
// SWAPPED: lLowerArm <-> rLowerArm
rLowerArm.x = lElbow.x;
rLowerArm.y = lElbow.y;
rLowerArm.rotation = lLowerArmAngle;
lLowerArm.x = rElbow.x;
lLowerArm.y = rElbow.y;
lLowerArm.rotation = rLowerArmAngle;
// Left upper arm: connect its top center to the bottom center of the right shoulder
var rShoulderBottomY = rShoulder.y + 38 * 1.5 / 2;
rUpperArm.x = rShoulder.x;
rUpperArm.y = rShoulderBottomY;
rUpperArm.rotation = rUpperArmAngle;
// Left elbow position: connect upper arm's bottom center to elbow's top center
var rUpperArmBottomX = rUpperArm.x + Math.sin(rUpperArmAngle) * upperArmH;
var rUpperArmBottomY = rUpperArm.y + Math.cos(rUpperArmAngle) * upperArmH;
rElbow.x = rUpperArmBottomX;
rElbow.y = rUpperArmBottomY;
// Left lower arm: connect its top center to the bottom center of upper arm (elbow)
// --- 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;
// Swap arms for sit pose
lUpperArm.x = lShoulder.x;
lUpperArm.y = lShoulder.y + 38 * 1.5 / 2;
lUpperArm.rotation = 1.1;
var lUpperArmBottomX = lUpperArm.x + Math.sin(lUpperArm.rotation) * upperArmH;
var lUpperArmBottomY = lUpperArm.y + Math.cos(lUpperArm.rotation) * upperArmH;
lElbow.x = lUpperArmBottomX;
lElbow.y = lUpperArmBottomY;
// SWAPPED: lLowerArm <-> rLowerArm
rLowerArm.x = lElbow.x;
rLowerArm.y = lElbow.y;
rLowerArm.rotation = -2.0;
lLowerArm.x = rElbow.x;
lLowerArm.y = rElbow.y;
lLowerArm.rotation = 2.0;
rUpperArm.x = rShoulder.x;
rUpperArm.y = rShoulder.y + 38 * 1.5 / 2;
rUpperArm.rotation = -1.1;
var rUpperArmBottomX = rUpperArm.x + Math.sin(rUpperArm.rotation) * upperArmH;
var rUpperArmBottomY = rUpperArm.y + Math.cos(rUpperArm.rotation) * upperArmH;
rElbow.x = rUpperArmBottomX;
rElbow.y = rUpperArmBottomY;
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
// Anchor upper arms to shoulder bottom
lUpperArm.x = lShoulder.x;
lUpperArm.y = lShoulder.y + 38 * 1.5 / 2;
lUpperArm.rotation = 1.1;
var lUpperArmBottomX = lUpperArm.x + Math.sin(lUpperArm.rotation) * upperArmH;
var lUpperArmBottomY = lUpperArm.y + Math.cos(lUpperArm.rotation) * upperArmH;
lElbow.x = lUpperArmBottomX;
lElbow.y = lUpperArmBottomY;
// SWAPPED: lLowerArm <-> rLowerArm
rLowerArm.x = lElbow.x;
rLowerArm.y = lElbow.y;
rLowerArm.rotation = -2.0;
lLowerArm.x = rElbow.x;
lLowerArm.y = rElbow.y;
lLowerArm.rotation = 2.0;
rUpperArm.x = rShoulder.x;
rUpperArm.y = rShoulder.y + 38 * 1.5 / 2;
rUpperArm.rotation = -1.1;
var rUpperArmBottomX = rUpperArm.x + Math.sin(rUpperArm.rotation) * upperArmH;
var rUpperArmBottomY = rUpperArm.y + Math.cos(rUpperArm.rotation) * upperArmH;
rElbow.x = rUpperArmBottomX;
rElbow.y = rUpperArmBottomY;
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
@@ -161,16 +161,9 @@
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
- // Right lower arm (was left)
- var lLowerArm = self.attachAsset('puppet_lowerarm', {
- anchorX: 0.5,
- anchorY: 0,
- scaleX: 1.5,
- scaleY: 1.5
- });
- // Left upper arm (was right)
+ // Right lower arm (was left) -- now assign to rLowerArm
var rUpperArm = self.attachAsset('puppet_upperarm', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
@@ -189,8 +182,15 @@
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
+ // Left lower arm (was right) -- now assign to lLowerArm
+ var lLowerArm = 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,
@@ -334,11 +334,15 @@
var lUpperArmBottomY = lUpperArm.y + Math.cos(lUpperArmAngle) * upperArmH;
lElbow.x = lUpperArmBottomX;
lElbow.y = lUpperArmBottomY;
// Right lower arm: connect its top center to the bottom center of upper arm (elbow)
- lLowerArm.x = lElbow.x;
- lLowerArm.y = lElbow.y;
- lLowerArm.rotation = lLowerArmAngle;
+ // SWAPPED: lLowerArm <-> rLowerArm
+ rLowerArm.x = lElbow.x;
+ rLowerArm.y = lElbow.y;
+ rLowerArm.rotation = lLowerArmAngle;
+ lLowerArm.x = rElbow.x;
+ lLowerArm.y = rElbow.y;
+ lLowerArm.rotation = rLowerArmAngle;
// Left upper arm: connect its top center to the bottom center of the right shoulder
var rShoulderBottomY = rShoulder.y + 38 * 1.5 / 2;
rUpperArm.x = rShoulder.x;
rUpperArm.y = rShoulderBottomY;
@@ -348,11 +352,8 @@
var rUpperArmBottomY = rUpperArm.y + Math.cos(rUpperArmAngle) * upperArmH;
rElbow.x = rUpperArmBottomX;
rElbow.y = rUpperArmBottomY;
// Left lower arm: connect its top center to the bottom center of upper arm (elbow)
- rLowerArm.x = rElbow.x;
- rLowerArm.y = rElbow.y;
- rLowerArm.rotation = rLowerArmAngle;
// --- Improved leg kinematics ---
var legY = bodyH / 2 - 10;
var legX = bodyW / 2 - 18;
// Hip position (center)
@@ -445,21 +446,22 @@
var lUpperArmBottomX = lUpperArm.x + Math.sin(lUpperArm.rotation) * upperArmH;
var lUpperArmBottomY = lUpperArm.y + Math.cos(lUpperArm.rotation) * upperArmH;
lElbow.x = lUpperArmBottomX;
lElbow.y = lUpperArmBottomY;
- lLowerArm.x = lElbow.x;
- lLowerArm.y = lElbow.y;
- lLowerArm.rotation = -2.0;
+ // SWAPPED: lLowerArm <-> rLowerArm
+ rLowerArm.x = lElbow.x;
+ rLowerArm.y = lElbow.y;
+ rLowerArm.rotation = -2.0;
+ lLowerArm.x = rElbow.x;
+ lLowerArm.y = rElbow.y;
+ lLowerArm.rotation = 2.0;
rUpperArm.x = rShoulder.x;
rUpperArm.y = rShoulder.y + 38 * 1.5 / 2;
rUpperArm.rotation = -1.1;
var rUpperArmBottomX = rUpperArm.x + Math.sin(rUpperArm.rotation) * upperArmH;
var rUpperArmBottomY = rUpperArm.y + Math.cos(rUpperArm.rotation) * upperArmH;
rElbow.x = rUpperArmBottomX;
rElbow.y = rUpperArmBottomY;
- rLowerArm.x = rElbow.x;
- rLowerArm.y = rElbow.y;
- rLowerArm.rotation = 2.0;
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;
@@ -490,21 +492,22 @@
var lUpperArmBottomX = lUpperArm.x + Math.sin(lUpperArm.rotation) * upperArmH;
var lUpperArmBottomY = lUpperArm.y + Math.cos(lUpperArm.rotation) * upperArmH;
lElbow.x = lUpperArmBottomX;
lElbow.y = lUpperArmBottomY;
- lLowerArm.x = lElbow.x;
- lLowerArm.y = lElbow.y;
- lLowerArm.rotation = -2.0;
+ // SWAPPED: lLowerArm <-> rLowerArm
+ rLowerArm.x = lElbow.x;
+ rLowerArm.y = lElbow.y;
+ rLowerArm.rotation = -2.0;
+ lLowerArm.x = rElbow.x;
+ lLowerArm.y = rElbow.y;
+ lLowerArm.rotation = 2.0;
rUpperArm.x = rShoulder.x;
rUpperArm.y = rShoulder.y + 38 * 1.5 / 2;
rUpperArm.rotation = -1.1;
var rUpperArmBottomX = rUpperArm.x + Math.sin(rUpperArm.rotation) * upperArmH;
var rUpperArmBottomY = rUpperArm.y + Math.cos(rUpperArm.rotation) * upperArmH;
rElbow.x = rUpperArmBottomX;
rElbow.y = rUpperArmBottomY;
- rLowerArm.x = rElbow.x;
- rLowerArm.y = rElbow.y;
- rLowerArm.rotation = 2.0;
body.rotation = 0.12;
} else {
body.rotation = 0;
}