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
});
// 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 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
});
// 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;
}
// Right upper arm
rUpperArm.x = lShoulderX;
rUpperArm.y = lShoulderY;
rUpperArm.rotation = lUpperArmAngle;
// Right elbow position
var rElbowX = rUpperArm.x + Math.sin(lUpperArmAngle) * upperArmH;
var rElbowY = rUpperArm.y + Math.cos(lUpperArmAngle) * upperArmH;
rElbow.x = rElbowX;
rElbow.y = rElbowY;
// Right lower arm
rLowerArm.x = rElbowX;
rLowerArm.y = rElbowY;
rLowerArm.rotation = lLowerArmAngle;
// Left upper arm
lUpperArm.x = rShoulderX;
lUpperArm.y = rShoulderY;
lUpperArm.rotation = rUpperArmAngle;
// Left elbow position
var lElbowX = lUpperArm.x + Math.sin(rUpperArmAngle) * upperArmH;
var lElbowY = lUpperArm.y + Math.cos(rUpperArmAngle) * upperArmH;
lElbow.x = lElbowX;
lElbow.y = lElbowY;
// Left lower arm
lLowerArm.x = lElbowX;
lLowerArm.y = lElbowY;
lLowerArm.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
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;
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;
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
@@ -147,45 +147,45 @@
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
- // Left upper arm
- var lUpperArm = self.attachAsset('puppet_upperarm', {
+ // Right upper arm
+ var rUpperArm = self.attachAsset('puppet_upperarm', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
- // Left elbow
- var lElbow = self.attachAsset('puppet_elbow', {
+ // Right elbow
+ var rElbow = 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', {
+ // Right lower arm
+ var rLowerArm = self.attachAsset('puppet_lowerarm', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
- // Right upper arm
- var rUpperArm = self.attachAsset('puppet_upperarm', {
+ // Left upper arm
+ var lUpperArm = self.attachAsset('puppet_upperarm', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
- // Right elbow
- var rElbow = self.attachAsset('puppet_elbow', {
+ // Left elbow
+ var lElbow = 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', {
+ // Left lower arm
+ var lLowerArm = self.attachAsset('puppet_lowerarm', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
@@ -284,50 +284,50 @@
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;
+ 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;
+ 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;
+ rUpperArm.x = lShoulderX;
+ rUpperArm.y = lShoulderY;
+ rUpperArm.rotation = lUpperArmAngle;
// Right elbow position
- var rElbowX = rUpperArm.x + Math.sin(rUpperArmAngle) * upperArmH;
- var rElbowY = rUpperArm.y + Math.cos(rUpperArmAngle) * upperArmH;
+ var rElbowX = rUpperArm.x + Math.sin(lUpperArmAngle) * upperArmH;
+ var rElbowY = rUpperArm.y + Math.cos(lUpperArmAngle) * upperArmH;
rElbow.x = rElbowX;
rElbow.y = rElbowY;
// Right lower arm
rLowerArm.x = rElbowX;
rLowerArm.y = rElbowY;
- rLowerArm.rotation = rLowerArmAngle;
+ rLowerArm.rotation = lLowerArmAngle;
+ // Left upper arm
+ lUpperArm.x = rShoulderX;
+ lUpperArm.y = rShoulderY;
+ lUpperArm.rotation = rUpperArmAngle;
+ // Left elbow position
+ var lElbowX = lUpperArm.x + Math.sin(rUpperArmAngle) * upperArmH;
+ var lElbowY = lUpperArm.y + Math.cos(rUpperArmAngle) * upperArmH;
+ lElbow.x = lElbowX;
+ lElbow.y = lElbowY;
+ // Left lower arm
+ lLowerArm.x = lElbowX;
+ lLowerArm.y = lElbowY;
+ lLowerArm.rotation = rLowerArmAngle;
// --- Improved leg kinematics ---
var legY = bodyH / 2 - 10;
var legX = bodyW / 2 - 18;
// Hip position (center)
@@ -436,24 +436,24 @@
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;
+ 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;
+ 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;
body.rotation = 0.12;
} else {
body.rotation = 0;
}