User prompt
Alt bacaklar çok açık olmasın.
User prompt
Alt bacakları swap yap.
User prompt
Ilk pozda ayaklari hafif ac.
User prompt
Ilk pozda kolları hafif aç.
User prompt
İlk pozda alt kolları biraz daha aç.
User prompt
Üst bacakları swap yap.
User prompt
Üst bacakların diz bağlantısı hiç bir pozda kopmasın.
User prompt
Zıplamada bacakların dizde bağlantısı kopmasın.
User prompt
Zıplamada bacakları yana aç.
User prompt
Zıplamada üst bacakları swap yap.
User prompt
Alt bacakları swap yap.
User prompt
Üst bacakları swap yap.
User prompt
Üst bacakların alt ucu ile dizler bağlı olsun ve tüm pozlarsa ɓağ kopmasın.
User prompt
Alt bacakların herbiri üst ucu ile dizlere bağlı kalsın ve tüm pozlarda bağ kopmasın.
User prompt
Üst bacaklar bir ucuyla ķalçaya bir ucuyla dize bağli kalsin ve tüm pozlarda bağlantı kopmasın
User prompt
Zıplamada kollar yukarı kalķsın
User prompt
Zıplama esnasında kolların omuz ve dirsek bağlantiları kopmasin
User prompt
Kollar aşağıda olsun
User prompt
Zıplama pozunda üst kollar yer değişmesin
User prompt
Üst kolları omuza ve dirseğe her bir ucundan bağla
User prompt
Sağ sol üst kol yer değiştir
User prompt
Kolları varsayilan pozda yanlara ac
User prompt
Alt kolları ust kolun ucuna al
User prompt
alt kolları aç
User prompt
Alt kol ve üst kolu dirsekte birleştir
/**** * 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 (open arms to the sides) var lUpperArmAngle = -Math.PI / 2; // -90deg, left arm horizontal to left var rUpperArmAngle = Math.PI / 2; // +90deg, right arm horizontal to right var lLowerArmAngle = 0; // straight var rLowerArmAngle = 0; // straight // 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 lLowerArm.x = lElbowX; lLowerArm.y = lElbowY; lLowerArm.rotation = lLowerArmAngle; // 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 rLowerArm.x = rElbowX; rLowerArm.y = rElbowY; rLowerArm.rotation = rLowerArmAngle; // --- 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; 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; 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
@@ -147,44 +147,44 @@
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
- // Right upper arm (was left)
+ // Left upper arm
var lUpperArm = self.attachAsset('puppet_upperarm', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
- // Right elbow (was left)
+ // Left elbow
var lElbow = self.attachAsset('puppet_elbow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
- // Right lower arm (was left)
+ // Left lower arm
var lLowerArm = self.attachAsset('puppet_lowerarm', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
- // Left upper arm (was right)
+ // Right upper arm
var rUpperArm = self.attachAsset('puppet_upperarm', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
- // Left elbow (was right)
+ // Right elbow
var rElbow = self.attachAsset('puppet_elbow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
- // Left lower arm (was right)
+ // Right lower arm
var rLowerArm = self.attachAsset('puppet_lowerarm', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
@@ -277,83 +277,56 @@
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 = -1.1; // Open lower arms much more
- var rLowerArmAngle = 1.1; // Open lower arms much more
+ // Default arm pose angles (open arms to the sides)
+ var lUpperArmAngle = -Math.PI / 2; // -90deg, left arm horizontal to left
+ var rUpperArmAngle = Math.PI / 2; // +90deg, right arm horizontal to right
+ var lLowerArmAngle = 0; // straight
+ var rLowerArmAngle = 0; // straight
// Pose-based arm animation
if (self.state.pose === 'sit') {
- lUpperArmAngle = 1.45;
- rUpperArmAngle = -1.45;
- lLowerArmAngle = -2.2; // Open lower arms even more in sit
- rLowerArmAngle = 2.2; // Open lower arms even more in sit
- // 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;
- // Connect lower arm's top center to upper arm's bottom center (at the elbow) for sit pose
- lLowerArm.x = lElbow.x;
- lLowerArm.y = lElbow.y;
- lLowerArm.rotation = lLowerArmAngle;
- rLowerArm.x = rElbow.x;
- rLowerArm.y = rElbow.y;
- rLowerArm.rotation = rLowerArmAngle;
- 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.rotation = rLowerArmAngle;
+ lUpperArmAngle = -1.25;
+ rUpperArmAngle = 1.25;
+ lLowerArmAngle = 1.5;
+ rLowerArmAngle = -1.5;
} else if (self.state.pose === 'jump') {
- lUpperArmAngle = 1.35;
- rUpperArmAngle = -1.35;
- lLowerArmAngle = -2.2; // Open lower arms even more in jump
- rLowerArmAngle = 2.2; // Open lower arms even more in 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;
+ 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;
+ // Left upper arm
+ lUpperArm.x = lShoulderX;
+ lUpperArm.y = lShoulderY;
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 end of the upper arm (upper arm's bottom center)
- lLowerArm.x = lUpperArmBottomX;
- lLowerArm.y = lUpperArmBottomY;
+ // 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
+ lLowerArm.x = lElbowX;
+ lLowerArm.y = lElbowY;
lLowerArm.rotation = lLowerArmAngle;
- // 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;
+ // Right upper arm
+ rUpperArm.x = rShoulderX;
+ rUpperArm.y = rShoulderY;
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 end of the upper arm (upper arm's bottom center)
- rLowerArm.x = rUpperArmBottomX;
- rLowerArm.y = rUpperArmBottomY;
+ // 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
+ rLowerArm.x = rElbowX;
+ rLowerArm.y = rElbowY;
rLowerArm.rotation = rLowerArmAngle;
// --- Improved leg kinematics ---
var legY = bodyH / 2 - 10;
var legX = bodyW / 2 - 18;
@@ -439,30 +412,8 @@
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;
- // Connect lower arm's top center to the end of the upper arm (sit pose, swap arms)
- lLowerArm.x = lUpperArmBottomX;
- lLowerArm.y = lUpperArmBottomY;
- lLowerArm.rotation = -2.0;
- rLowerArm.x = rUpperArmBottomX;
- rLowerArm.y = rUpperArmBottomY;
- 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.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;
@@ -485,30 +436,24 @@
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;
- // Connect lower arm's top center to the end of the upper arm (jump pose)
- lLowerArm.x = lUpperArmBottomX;
- lLowerArm.y = lUpperArmBottomY;
- lLowerArm.rotation = -2.0;
- rLowerArm.x = rUpperArmBottomX;
- rLowerArm.y = rUpperArmBottomY;
- 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.rotation = 2.0;
+ 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;
+ 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;
body.rotation = 0.12;
} else {
body.rotation = 0;
}