User prompt
Kukla çıkışa vardığinda win çikana kadar davula a basılmasın
User prompt
Kukla çıkışa vardığinda win çikana kadar tıklama kabul etme
User prompt
Kukla çıkışa vardığinda beyaz flash çak. Kalan saniye puanı hemen gelsin. 2 saniye beklesin sonra 2.skora ekkensin sonra 0.5 saniye bekleyip win olsun.
User prompt
Kukla çıkışa vardığinda beyaz flash çak. Jalan saniye puanı hemen gelsin. 2.skora ekkendikten sonra 0.5 saniye sonra win olsun.
User prompt
Kalan saniye puanını eklerken beyaz flash çak.
User prompt
Pusn yazıları çok az kalın olsun.
User prompt
2.skoru çok az yukarı al
User prompt
2.skoru çok az küçült. Puan yuvarlaklarinım çerçeve siyah ekle.
User prompt
2.skoru biraz daha küçük yap. Puan yuvarlaklarinım çerçeve ekle siyah renkte
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Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'dropShadow')' in or related to this line: 'txt.style.dropShadow = true;' Line Number: 901
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Please fix the bug: 'Cannot set properties of undefined (setting 'dropShadow')' in or related to this line: 'secondScoreText.style.dropShadow = true;' Line Number: 1032
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Please fix the bug: 'Cannot set properties of undefined (setting 'dropShadow')' in or related to this line: 'timerText.style.dropShadow = true;' Line Number: 1007
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Puan yazılarını biraz aşağiya al ve gölge ekle yazılara
User prompt
Puan yazılarını biraz daha aşağıya al ve kaĺın gri renk yap. koyu gölge ekle yazılara
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Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'fontWeight')' in or related to this line: 'txt.style.fontWeight = "bold";' Line Number: 896
User prompt
Puan yazılarını daha aşağiya al ve kaĺın beyaz renk yap. gölge ekle yazılara
User prompt
Puan yazılarını biraz aşağiya al ve kaĺın yap.
User prompt
2.skoru cok az küçült. Davulların üstünde çikan puanları az yuları kaydır yazilarıyla yuvarlakları birlikte ve yuvarlakları az büyüt.
User prompt
Sol üst ve sağ üst davulların arasını biraz aç ve 2.skoru büyüt. x25 kalan saniye miktarını x10 a düşür.
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Daha aşağıda ve 2 saniye olarak değiştir.
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Daha kalın, daha aşağıda ve x25 olarak değiştir.
User prompt
Oyun bitiminden hemen önce kalan saniyeyi 10 ile çarpıp ekranın yukarısında sarı renkte ve ince siyah çerçeveli, çok büyük s X 10 şeklinde 3 saniye göster ve bu yazıyı yok edip ekrandaki 2.skora ekle ve 1 saniye bekle.
User prompt
Oyun bitiminden hemen önce kalan saniyeyi 100 ile çarpıp ekranın ortasından biraz yukarıda sarı renk ve siyah ince çerçeveli, çok kalın ve gölgeli büyük font s X 100 şeklinde 3 saniye göster ve bu yazıyı yok edip ekrandaki 2.skora ekle ve 1 saniye bekle.
User prompt
Oyun bitiminden hemen önce kalan saniyeyi 100 ile çarpıp ekranın ortasından biraz yukarıda sarı renk ve siyah çerçeveli, kalın ve gölgeli büyük font ss X 100 şeklinde 1 saniye göster ve bu yazıyı yok edip ekrandaki 2.skora ekle.
User prompt
Oyun bitiminden hemen önce kalan saniyeyi 100 ile çarpıp ekranın ortasından biraz yukarıda beyaz kalın ve gölgeli büyük puntoyla 100 x ss şeklinde 1 saniye göster ve bu yazıyı yok edip ekrandaki 2.skora ekle.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Drum class var Drum = Container.expand(function () { var self = Container.call(this); self.drumType = 'none'; // 'large', 'left', 'right', 'sit', 'stand' self.action = null; // function to call on tap // Set up drum asset self.setDrum = function (type) { self.drumType = type; var assetId = type === 'large' ? 'drum_large' : 'drum_medium'; var drum = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // (Drum label removed) }; // Drum tap effect self.flash = function () { tween(self, { scaleX: 1.18, scaleY: 0.92 }, { duration: 80, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 120 }); } }); }; // Touch event self.down = function (x, y, obj) { self.flash(); // Play unique sound for each drum type if (self.drumType === 'large') { LK.getSound('drum_tap_center').play(); } else if (self.drumType === 'left') { LK.getSound('drum_tap_left').play(); } else if (self.drumType === 'right') { LK.getSound('drum_tap_right').play(); } else if (self.drumType === 'sit') { var sitSound = LK.getSound('drum_tap_sit'); sitSound.play(); LK.setTimeout(function () { sitSound.play(); }, 120); } else if (self.drumType === 'stand') { // Play the sound with 3 fast delay effects (echoes) var base = LK.getSound('drum_tap_stand'); base.play(); LK.setTimeout(function () { base.play(); }, 45); LK.setTimeout(function () { base.play(); }, 90); } else { // No fallback sound } if (self.action) self.action(); }; return self; }); // Puppet class: articulated body with simple kinematics var Puppet = Container.expand(function () { var self = Container.call(this); // --- Body part sizes (for positioning) --- var headH = 120 * 1.5, headW = 120 * 1.5; var bodyH = 200 * 1.5, bodyW = 80 * 1.5; var upperArmH = 100 * 1.5, upperArmW = 40 * 1.5; var lowerArmH = 90 * 1.5, lowerArmW = 32 * 1.5; var upperLegH = 120 * 1.5, upperLegW = 48 * 1.5; var lowerLegH = 110 * 1.5, lowerLegW = 40 * 1.5; // --- Create body parts --- // Head var head = self.attachAsset('puppet_head', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Neck (between head and body, sized to match hip) var neck = self.attachAsset('puppet_neck', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, // match hip scale scaleY: 1.5 }); // Shoulders (left and right) var lShoulder = self.attachAsset('puppet_shoulder', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); var rShoulder = self.attachAsset('puppet_shoulder', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Body var body = self.attachAsset('puppet_body', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Dual hips (left and right) var lHip = self.attachAsset('puppet_hip', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); var rHip = self.attachAsset('puppet_hip', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Left upper arm var lUpperArm = self.attachAsset('puppet_upperarm', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Left elbow var lElbow = self.attachAsset('puppet_elbow', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Left lower arm var lLowerArm = self.attachAsset('puppet_lowerarm', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Right upper arm var rUpperArm = self.attachAsset('puppet_upperarm', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Right elbow var rElbow = self.attachAsset('puppet_elbow', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Right lower arm var rLowerArm = self.attachAsset('puppet_lowerarm', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Left lower leg var lLowerLeg = self.attachAsset('puppet_lowerleg', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Right lower leg var rLowerLeg = self.attachAsset('puppet_lowerleg', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Left upper leg var lUpperLeg = self.attachAsset('puppet_upperleg', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Left knee var lKnee = self.attachAsset('puppet_knee', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Right upper leg var rUpperLeg = self.attachAsset('puppet_upperleg', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Right knee var rKnee = self.attachAsset('puppet_knee', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // --- Initial pose state --- self.state = { vx: 0, // horizontal velocity vy: 0, // vertical velocity grounded: false, pose: 'stand', // 'stand', 'sit', 'jump' headAngle: 0, // radians, for "pull head" actions x: 0, // world position y: 0, // --- Ava: Leg rotation controls --- lUpperLegRotation: 0, // additional rotation for left upper leg rUpperLegRotation: 0, // additional rotation for right upper leg lLowerLegRotation: 0, // additional rotation for left lower leg rLowerLegRotation: 0 // additional rotation for right lower leg }; // --- Positioning offsets (relative to puppet center) --- function updateBodyParts() { // Head head.x = 0; head.y = -bodyH / 2 - headH / 2 - 30; head.rotation = self.state.headAngle; // Neck var hipH = 44 * 1.5; var neckH = hipH; neck.x = 0; neck.y = -bodyH / 2 - neckH / 2 + 38; neck.rotation = 0; // Body body.x = 0; body.y = -bodyH / 2; // --- Symmetric Arms --- var armY = -bodyH / 2 + 30; var armX = bodyW / 2 + upperArmW / 2 - 10; // Shoulders var lShoulderX = -armX; var lShoulderY = armY; var rShoulderX = armX; var rShoulderY = armY; lShoulder.x = lShoulderX; lShoulder.y = lShoulderY; rShoulder.x = rShoulderX; rShoulder.y = rShoulderY; // Default symmetric arm pose var armAbduction = 0.32; var baseUpperArmAngle = 0.0; var baseLowerArmAngle = 0.0; var lUpperArmAngle = -armAbduction + baseUpperArmAngle; var rUpperArmAngle = armAbduction + baseUpperArmAngle; var lLowerArmAngle = baseLowerArmAngle; var rLowerArmAngle = baseLowerArmAngle; // Symmetric pose-based arm animation if (self.state.pose === 'sit') { lUpperArmAngle = -1.25 - armAbduction; rUpperArmAngle = 1.25 + armAbduction; lLowerArmAngle = 1.5; rLowerArmAngle = -1.5; } else if (self.state.pose === 'jump') { lUpperArmAngle = -1.6 - armAbduction; rUpperArmAngle = 1.6 + armAbduction; lLowerArmAngle = 2.0; rLowerArmAngle = -2.0; } else if (self.state.pose === 'stand') { lUpperArmAngle += self.state.vx * 0.01; rUpperArmAngle -= self.state.vx * 0.01; lLowerArmAngle += Math.sin(Date.now() * 0.003) * 0.08; rLowerArmAngle -= Math.sin(Date.now() * 0.003) * 0.08; } // Left arm lUpperArm.x = lShoulderX; lUpperArm.y = lShoulderY; var lElbowX = lUpperArm.x + Math.sin(lUpperArmAngle) * upperArmH; var lElbowY = lUpperArm.y + Math.cos(lUpperArmAngle) * upperArmH; lElbow.x = lElbowX; lElbow.y = lElbowY; lUpperArm.rotation = Math.atan2(lElbow.y - lUpperArm.y, lElbow.x - lUpperArm.x) - Math.PI / 2; lLowerArm.x = lElbowX; lLowerArm.y = lElbowY; lLowerArm.rotation = lLowerArmAngle; // Right arm (mirror of left) rUpperArm.x = rShoulderX; rUpperArm.y = rShoulderY; var rElbowX = rUpperArm.x + Math.sin(rUpperArmAngle) * upperArmH; var rElbowY = rUpperArm.y + Math.cos(rUpperArmAngle) * upperArmH; rElbow.x = rElbowX; rElbow.y = rElbowY; rUpperArm.rotation = Math.atan2(rElbow.y - rUpperArm.y, rElbow.x - rUpperArm.x) - Math.PI / 2; rLowerArm.x = rElbowX; rLowerArm.y = rElbowY; rLowerArm.rotation = rLowerArmAngle; // --- Symmetric Legs --- var legY = bodyH / 2 - 10; var legX = bodyW / 2 - 18; // Hips var lHipX = -legX; var lHipY = legY; var rHipX = legX; var rHipY = legY; lHip.x = lHipX; lHip.y = lHipY; rHip.x = rHipX; rHip.y = rHipY; // Default symmetric leg pose var legAbduction = 0.28; // Ava: Reduce outward angle of lower legs in stand pose (bring lower legs even closer together) var lowerLegOutAngle = 0.16; var lUpperLegAngle = legAbduction + (self.state.lUpperLegRotation || 0); var rUpperLegAngle = -legAbduction + (self.state.rUpperLegRotation || 0); var lLowerLegAngle = lowerLegOutAngle + (self.state.lLowerLegRotation || 0); var rLowerLegAngle = -lowerLegOutAngle + (self.state.rLowerLegRotation || 0); // Symmetric pose-based leg animation if (self.state.pose === 'sit') { // Parallel (not cross-legged) sit pose // Hips lUpperLeg.x = lHip.x; lUpperLeg.y = lHip.y; rUpperLeg.x = rHip.x; rUpperLeg.y = rHip.y; // Thighs angled more outward, knees forward var sitThighAngle = 0.55; // radians, larger outward angle for open thighs var sitKneeForward = upperLegH * 0.95; // how far forward knees are from hips // SWAP: Left knee uses -sitThighAngle, right knee uses +sitThighAngle // Left knee var lKneeX = lUpperLeg.x + Math.sin(-sitThighAngle) * sitKneeForward; var lKneeY = lUpperLeg.y + Math.cos(-sitThighAngle) * sitKneeForward; // Right knee var rKneeX = rUpperLeg.x + Math.sin(sitThighAngle) * sitKneeForward; var rKneeY = rUpperLeg.y + Math.cos(sitThighAngle) * sitKneeForward; // Knees at same y var avgKneeY = (lKneeY + rKneeY) / 2; lKneeY = avgKneeY; rKneeY = avgKneeY; // Set knee positions if (lKnee.parent) lKnee.parent.removeChild(lKnee); if (rKnee.parent) rKnee.parent.removeChild(rKnee); lKnee.x = lKneeX; lKnee.y = lKneeY; rKnee.x = rKneeX; rKnee.y = rKneeY; // Upper leg rotations lUpperLeg.rotation = Math.atan2(lKnee.y - lUpperLeg.y, lKnee.x - lUpperLeg.x) - Math.PI / 2; rUpperLeg.rotation = Math.atan2(rKnee.y - rUpperLeg.y, rKnee.x - rUpperLeg.x) - Math.PI / 2; // Lower legs: straight down from knees, feet on ground var groundY = 2732 - 80; var lowerLegH_px = 110 * 1.5; // Left lower leg lLowerLeg.x = lKnee.x; lLowerLeg.y = lKnee.y; var lDeltaY = groundY - lLowerLeg.y; var lAngle = Math.acos(Math.max(-1, Math.min(1, lDeltaY / lowerLegH_px))) - Math.PI / 2; lLowerLeg.rotation = lAngle; // Right lower leg rLowerLeg.x = rKnee.x; rLowerLeg.y = rKnee.y; var rDeltaY = groundY - rLowerLeg.y; var rAngle = Math.acos(Math.max(-1, Math.min(1, rDeltaY / lowerLegH_px))) - Math.PI / 2; // Ava: Rotate right lower leg to the left in sit pose rLowerLeg.rotation = rAngle - 0.55; // Now set knee positions and re-add to ensure they are on top self.addChild(lKnee); self.addChild(rKnee); body.rotation = 0; } else if (self.state.pose === 'jump') { // Both upper legs up and slightly inward, knees together, feet up, using IK // --- Keep knees and upper legs connected in jump pose --- // --- Make both legs perfectly horizontally aligned in jump pose --- var jumpThighAngle = 0.45; var jumpKneeBend = 1.25; // radians, how much the knee is bent (smaller = straighter, larger = more bent) // Set both hips at same y, and both knees at same y, for perfect horizontal alignment // Calculate the average x between hips for knee position, and set a fixed y offset for knees var avgHipY = (lHip.y + rHip.y) / 2; var avgHipX = (lHip.x + rHip.x) / 2; var kneeYOffset = -upperLegH * Math.cos(jumpThighAngle); // vertical offset from hips to knees var kneeY = avgHipY + kneeYOffset; var kneeXLeft = lHip.x + Math.sin(-jumpThighAngle - legAbduction) * upperLegH; var kneeXRight = rHip.x + Math.sin(jumpThighAngle + legAbduction) * upperLegH; // Both knees at same y lKnee.x = kneeXLeft; lKnee.y = kneeY; rKnee.x = kneeXRight; rKnee.y = kneeY; // Upper legs: hips to knees lUpperLeg.x = lHip.x; lUpperLeg.y = lHip.y; lUpperLeg.rotation = Math.atan2(lKnee.y - lUpperLeg.y, lKnee.x - lUpperLeg.x) - Math.PI / 2; rUpperLeg.x = rHip.x; rUpperLeg.y = rHip.y; rUpperLeg.rotation = Math.atan2(rKnee.y - rUpperLeg.y, rKnee.x - rUpperLeg.x) - Math.PI / 2; // Lower legs: knees to ankles, both at same y // Left lLowerLeg.x = lKnee.x; lLowerLeg.y = lKnee.y; var lJumpShinLen = lowerLegH; var lJumpAnkleX = lKnee.x + Math.sin(lUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * lJumpShinLen; var lJumpAnkleY = lKnee.y + Math.cos(lUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * lJumpShinLen; lLowerLeg.rotation = Math.atan2(lJumpAnkleY - lKnee.y, lJumpAnkleX - lKnee.x) - Math.PI / 2; // Right rLowerLeg.x = rKnee.x; rLowerLeg.y = rKnee.y; var rJumpShinLen = lowerLegH; var rJumpAnkleX = rKnee.x + Math.sin(rUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * rJumpShinLen; var rJumpAnkleY = rKnee.y + Math.cos(rUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * rJumpShinLen; rLowerLeg.rotation = Math.atan2(rJumpAnkleY - rKnee.y, rJumpAnkleX - rKnee.x) - Math.PI / 2; // Elbows more bent in jump lLowerArm.x = lElbow.x; lLowerArm.y = lElbow.y; lLowerArm.rotation = 2.0; rLowerArm.x = rElbow.x; rLowerArm.y = rElbow.y; rLowerArm.rotation = -2.0; body.rotation = 0; } else if (self.state.pose === 'stand') { // Ava: Increase outward angle of upper thighs in stand pose (make thighs more open) var standThighAbduction = 0.32; // increased from 0.18 for more outward angle // SWAP: swap left and right upper leg abduction lUpperLegAngle -= standThighAbduction; rUpperLegAngle += standThighAbduction; // Gentle walk cycle if moving var walk = Math.abs(self.state.vx) > 0.5 ? Math.sin(Date.now() * 0.008) * 0.25 : 0; lUpperLegAngle += walk; rUpperLegAngle -= walk; lLowerLegAngle += walk * 0.5; rLowerLegAngle -= walk * 0.5; // Left leg lUpperLeg.x = lHip.x; lUpperLeg.y = lHip.y; var lKneeX = lUpperLeg.x + Math.sin(lUpperLegAngle) * upperLegH; var lKneeY = lUpperLeg.y + Math.cos(lUpperLegAngle) * upperLegH; lKnee.x = lKneeX; lKnee.y = lKneeY; lUpperLeg.rotation = Math.atan2(lKnee.y - lUpperLeg.y, lKnee.x - lUpperLeg.x) - Math.PI / 2; // SWAP: Attach left lower leg using right lower leg's angle lLowerLeg.x = lKneeX; lLowerLeg.y = lKneeY; var lStandShinLen = lowerLegH; var lStandAnkleX = lKneeX + Math.sin(rLowerLegAngle) * lStandShinLen; var lStandAnkleY = lKneeY + Math.cos(rLowerLegAngle) * lStandShinLen; lLowerLeg.rotation = Math.atan2(lStandAnkleY - lKneeY, lStandAnkleX - lKneeX) - Math.PI / 2; // Right leg (mirror) rUpperLeg.x = rHip.x; rUpperLeg.y = rHip.y; var rKneeX = rUpperLeg.x + Math.sin(rUpperLegAngle) * upperLegH; var rKneeY = rUpperLeg.y + Math.cos(rUpperLegAngle) * upperLegH; rKnee.x = rKneeX; rKnee.y = rKneeY; rUpperLeg.rotation = Math.atan2(rKnee.y - rUpperLeg.y, rKnee.x - rUpperLeg.x) - Math.PI / 2; // SWAP: Attach right lower leg using left lower leg's angle rLowerLeg.x = rKneeX; rLowerLeg.y = rKneeY; var rStandShinLen = lowerLegH; var rStandAnkleX = rKneeX + Math.sin(lLowerLegAngle) * rStandShinLen; var rStandAnkleY = rKneeY + Math.cos(lLowerLegAngle) * rStandShinLen; rLowerLeg.rotation = Math.atan2(rStandAnkleY - rKneeY, rStandAnkleX - rKneeX) - Math.PI / 2; body.rotation = 0; } } // --- Public puppet actions --- 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 () { // --- Track last position for event triggers --- if (typeof self.lastX === "undefined") self.lastX = self.state.x; if (typeof self.lastY === "undefined") self.lastY = self.state.y; // --- Physics update --- self.state.vy += 3.2; // gravity self.state.x += self.state.vx; self.state.y += self.state.vy; // Friction if (self.state.grounded) { self.state.vx *= 0.82; } else { self.state.vx *= 0.98; } // Clamp to world bounds if (self.state.x < 0) self.state.x = 0; if (self.state.x > 2048) self.state.x = 2048; // Ground collision var groundY = 2732 - 80; var puppetFeetOffset = bodyH / 2 + upperLegH + lowerLegH - 20; var feetY = self.state.y + puppetFeetOffset; if (feetY >= groundY) { self.state.y = groundY - puppetFeetOffset; self.state.vy = 0; self.state.grounded = true; if (self.state.pose === 'jump') { self.state.pose = 'stand'; } } else { self.state.grounded = false; } // Apply to container (keep puppet at current position) self.x = self.state.x; self.y = self.state.y; updateBodyParts(); // --- Update lastX, lastY for next frame --- self.lastX = self.state.x; self.lastY = self.state.y; }; // --- Start position --- self.state.x = 600; // Moved puppet further right (was 180) // --- Ava: Set initial Y so feet are above ground visually --- // Move puppet slightly higher (raise by 40px) var puppetFeetOffset = bodyH / 2 + upperLegH + lowerLegH - 20; self.state.y = 2732 - 80 - puppetFeetOffset - 40; // Defensive: initialize lastX, lastY for event triggers self.lastX = self.state.x; self.lastY = self.state.y; updateBodyParts(); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // --- Background music playlist (4 tracks, play in random order) --- // --- World setup --- // yellow // blue // pink // green // orange // purple // teal // Wide stereo coin: left and right panned variants var musicTracks = [{ id: 'musicId', volume: 0.1, start: 0, end: 1 }, { id: 'musicId2', volume: 0.1, start: 0, end: 1 }, { id: 'musicId3', volume: 0.1, start: 0, end: 1 }, { id: 'musicId4', volume: 0.1, start: 0, end: 1 }]; // Shuffle helper (Fisher-Yates) function shuffleArray(arr) { for (var i = arr.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = arr[i]; arr[i] = arr[j]; arr[j] = temp; } } // Maintain a shuffled playlist order var shuffledMusicOrder = []; function reshuffleMusicOrder() { shuffledMusicOrder = []; for (var i = 0; i < musicTracks.length; ++i) shuffledMusicOrder.push(i); shuffleArray(shuffledMusicOrder); } reshuffleMusicOrder(); var currentMusicOrderIndex = 0; // Play the next music track in the shuffled order, and keep playing forever function playNextMusic() { // If we've played all, reshuffle for a new random order if (currentMusicOrderIndex >= shuffledMusicOrder.length) { reshuffleMusicOrder(); currentMusicOrderIndex = 0; } var trackIndex = shuffledMusicOrder[currentMusicOrderIndex]; var track = musicTracks[trackIndex]; // Play music and set up onFinish to play the next one LK.playMusic(track.id, { loop: false, volume: track.volume, start: track.start, end: track.end, onFinish: function onFinish() { currentMusicOrderIndex++; playNextMusic(); } }); } playNextMusic(); game.setBackgroundColor(0x000000); // --- Background --- // Ava: Add background image behind all elements var background = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, scaleX: 1, scaleY: 1 }); game.addChild(background); // Ground var ground = LK.getAsset('ground', { anchorX: 0, anchorY: 0 }); ground.x = 0; ground.y = 2732 - 80; game.addChild(ground); // Finish sign var finishSign = LK.getAsset('finish_sign', { anchorX: 0.5, anchorY: 1, scaleX: 3, scaleY: 6 // 2x as tall as before }); finishSign.x = 2048 - 120; finishSign.y = 2732 - 80; game.addChild(finishSign); // --- Puppet --- var puppet = new Puppet(); puppet.lastX = puppet.state.x; puppet.lastY = puppet.state.y; game.addChild(puppet); // --- Drums --- var drums = []; // Drum positions (relative to center) // Move drums higher: set drumCenterY above puppet's head var drumCenterX = 2048 / 2, drumCenterY = 900; // was 2732 / 2 + 220, now much higher (puppet head is around y=~1200) var drumRadius = 220 * 3; var angleList = [{ type: 'left', angle: -Math.PI / 2 - 0.7 }, { 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); } // --- Value Circles in Drums --- var valueCircleValues = [1, 3, 5, 10, 25, 50, 100]; var valueCircleAssets = { 1: 'circle_1', 3: 'circle_3', 5: 'circle_5', 10: 'circle_10', 25: 'circle_25', 50: 'circle_50', 100: 'circle_100' }; var valueCircleTexts = {}; var currentValueCircle = null; var currentValueDrum = null; // Helper: Remove current value circle from drum function removeValueCircle() { if (currentValueCircle && currentValueDrum) { if (currentValueCircle.parent) currentValueCircle.parent.removeChild(currentValueCircle); if (valueCircleTexts[currentValueCircle._circleValue]) { if (valueCircleTexts[currentValueCircle._circleValue].parent) { valueCircleTexts[currentValueCircle._circleValue].parent.removeChild(valueCircleTexts[currentValueCircle._circleValue]); } } currentValueCircle = null; currentValueDrum = null; } } // Helper: Spawn a value circle in a random drum (not the same as last) function spawnValueCircle() { removeValueCircle(); // Pick a random drum var drumIdx = Math.floor(Math.random() * drums.length); // Pick a random value var valueIdx = Math.floor(Math.random() * valueCircleValues.length); var value = valueCircleValues[valueIdx]; var assetId = valueCircleAssets[value]; var drum = drums[drumIdx]; // Create the circle asset var circle = LK.getAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); circle.x = drum.x; circle.y = drum.y; circle._circleValue = value; // Create the text if not already created if (!valueCircleTexts[value]) { var txt = new Text2("" + value, { size: 90, fill: 0x222222 }); txt.anchor.set(0.5, 0.5); valueCircleTexts[value] = txt; } var txt = valueCircleTexts[value]; txt.x = drum.x; txt.y = drum.y; // Add to game game.addChild(circle); game.addChild(txt); currentValueCircle = circle; currentValueDrum = drum; } // Timer: spawn every 1s var valueCircleTimer = LK.setInterval(function () { if (gameEnded) return; spawnValueCircle(); }, 1000); // Patch all drum actions to also spawn a new value circle in a different drum for (var i = 0; i < drums.length; ++i) { (function (drum) { var oldAction = drum.action; drum.action = function () { // If this drum is the one with the value circle, add its value to second score and main score if (!gameEnded && currentValueDrum === drum && currentValueCircle && typeof currentValueCircle._circleValue === "number") { secondScore += currentValueCircle._circleValue; secondScoreText.setText(formatSecondScore(secondScore)); // Add to main score as well LK.setScore(LK.getScore() + currentValueCircle._circleValue); // Play wide stereo coin sound LK.getSound('coin_left').play(); LK.getSound('coin_right').play(); } if (typeof oldAction === "function") oldAction(); // Only respawn if not ended if (!gameEnded) { // Only respawn if this drum is not already the current one var prevDrum = currentValueDrum; var prevCircle = currentValueCircle; // Remove current value circle removeValueCircle(); // Pick a new drum (not the same as this one) var availableDrums = drums.filter(function (d) { return d !== drum; }); var drumIdx = Math.floor(Math.random() * availableDrums.length); var newDrum = availableDrums[drumIdx]; // Pick a random value var valueIdx = Math.floor(Math.random() * valueCircleValues.length); var value = valueCircleValues[valueIdx]; var assetId = valueCircleAssets[value]; // Create the circle asset var circle = LK.getAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); circle.x = newDrum.x; circle.y = newDrum.y; circle._circleValue = value; // Create the text if not already created if (!valueCircleTexts[value]) { var txt = new Text2("" + value, { size: 90, fill: 0x222222 }); txt.anchor.set(0.5, 0.5); valueCircleTexts[value] = txt; } var txt = valueCircleTexts[value]; txt.x = newDrum.x; txt.y = newDrum.y; // Add to game game.addChild(circle); game.addChild(txt); currentValueCircle = circle; currentValueDrum = newDrum; } }; })(drums[i]); } var timeLeft = 60; function formatTimeDigital(secs) { var m = Math.floor(secs / 60); var s = secs % 60; var mm = m < 10 ? "0" + m : "" + m; var ss = s < 10 ? "0" + s : "" + s; return mm + ":" + ss; } var timerText = new Text2(formatTimeDigital(60), { size: 120, fill: '#ffffff' }); timerText.anchor.set(0.5, 0); LK.gui.top.addChild(timerText); // --- Second Score Display (below timer) --- var secondScore = 0; function formatSecondScore(val) { var s = "" + Math.floor(val); while (s.length < 5) s = "0" + s; return s; } var secondScoreText = new Text2(formatSecondScore(0), { size: 100, fill: '#ffe066' }); secondScoreText.anchor.set(0.5, 0); // Position just below timerText (timerText is at top center, so y=timerText.height) secondScoreText.y = timerText.height + 10; LK.gui.top.addChild(secondScoreText); // --- Score/Win state --- var gameEnded = false; // --- Timer logic --- var timerInterval = LK.setInterval(function () { if (gameEnded) return; timeLeft -= 1; if (timeLeft < 0) timeLeft = 0; timerText.setText(formatTimeDigital(timeLeft)); if (timeLeft === 0 && !gameEnded) { gameEnded = true; LK.setScore(0); // Set final score to 0 if time runs out LK.getSound('lose').play(); LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); } }, 1000); // --- Game update --- game.update = function () { if (gameEnded) return; puppet.update(); // Win condition: puppet body collides with finish sign using intersects if (!gameEnded && puppet.intersects(finishSign)) { gameEnded = true; // Calculate bonus var bonus = timeLeft * 100; // Show "100 x ss" in big, bold, white, shadowed text above center var bonusText = new Text2("100 x " + (timeLeft < 10 ? "0" + timeLeft : timeLeft), { size: 220, fill: 0xFFFFFF, fontWeight: "bold", shadow: { color: 0x000000, blur: 16, offsetX: 0, offsetY: 8 } }); bonusText.anchor.set(0.5, 0.5); bonusText.x = 2048 / 2; bonusText.y = 900; // a bit above center game.addChild(bonusText); // Animate: show for 1s, then remove and add to secondScore LK.setTimeout(function () { if (bonusText.parent) bonusText.parent.removeChild(bonusText); secondScore += bonus; secondScoreText.setText(formatSecondScore(secondScore)); LK.setScore(secondScore); // Set score to secondScore as final score LK.getSound('win').play(); LK.effects.flashScreen(0x44c767, 800); LK.showYouWin(); }, 1000); } }; // --- Clean up on game over --- game.onDestroy = function () { LK.clearInterval(timerInterval); }; // --- UX: drums are always on top --- for (var i = 0; i < drums.length; ++i) { game.addChild(drums[i]); }
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Drum class
var Drum = Container.expand(function () {
var self = Container.call(this);
self.drumType = 'none'; // 'large', 'left', 'right', 'sit', 'stand'
self.action = null; // function to call on tap
// Set up drum asset
self.setDrum = function (type) {
self.drumType = type;
var assetId = type === 'large' ? 'drum_large' : 'drum_medium';
var drum = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// (Drum label removed)
};
// Drum tap effect
self.flash = function () {
tween(self, {
scaleX: 1.18,
scaleY: 0.92
}, {
duration: 80,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 120
});
}
});
};
// Touch event
self.down = function (x, y, obj) {
self.flash();
// Play unique sound for each drum type
if (self.drumType === 'large') {
LK.getSound('drum_tap_center').play();
} else if (self.drumType === 'left') {
LK.getSound('drum_tap_left').play();
} else if (self.drumType === 'right') {
LK.getSound('drum_tap_right').play();
} else if (self.drumType === 'sit') {
var sitSound = LK.getSound('drum_tap_sit');
sitSound.play();
LK.setTimeout(function () {
sitSound.play();
}, 120);
} else if (self.drumType === 'stand') {
// Play the sound with 3 fast delay effects (echoes)
var base = LK.getSound('drum_tap_stand');
base.play();
LK.setTimeout(function () {
base.play();
}, 45);
LK.setTimeout(function () {
base.play();
}, 90);
} else {
// No fallback sound
}
if (self.action) self.action();
};
return self;
});
// Puppet class: articulated body with simple kinematics
var Puppet = Container.expand(function () {
var self = Container.call(this);
// --- Body part sizes (for positioning) ---
var headH = 120 * 1.5,
headW = 120 * 1.5;
var bodyH = 200 * 1.5,
bodyW = 80 * 1.5;
var upperArmH = 100 * 1.5,
upperArmW = 40 * 1.5;
var lowerArmH = 90 * 1.5,
lowerArmW = 32 * 1.5;
var upperLegH = 120 * 1.5,
upperLegW = 48 * 1.5;
var lowerLegH = 110 * 1.5,
lowerLegW = 40 * 1.5;
// --- Create body parts ---
// Head
var head = self.attachAsset('puppet_head', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
// Neck (between head and body, sized to match hip)
var neck = self.attachAsset('puppet_neck', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
// match hip scale
scaleY: 1.5
});
// Shoulders (left and right)
var lShoulder = self.attachAsset('puppet_shoulder', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
var rShoulder = self.attachAsset('puppet_shoulder', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
// Body
var body = self.attachAsset('puppet_body', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
// Dual hips (left and right)
var lHip = self.attachAsset('puppet_hip', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
var rHip = self.attachAsset('puppet_hip', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
// Left upper arm
var lUpperArm = self.attachAsset('puppet_upperarm', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
// Left elbow
var lElbow = self.attachAsset('puppet_elbow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
// Left lower arm
var lLowerArm = self.attachAsset('puppet_lowerarm', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
// Right upper arm
var rUpperArm = self.attachAsset('puppet_upperarm', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
// Right elbow
var rElbow = self.attachAsset('puppet_elbow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
// Right lower arm
var rLowerArm = self.attachAsset('puppet_lowerarm', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
// Left lower leg
var lLowerLeg = self.attachAsset('puppet_lowerleg', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
// Right lower leg
var rLowerLeg = self.attachAsset('puppet_lowerleg', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
// Left upper leg
var lUpperLeg = self.attachAsset('puppet_upperleg', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
// Left knee
var lKnee = self.attachAsset('puppet_knee', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
// Right upper leg
var rUpperLeg = self.attachAsset('puppet_upperleg', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1.5,
scaleY: 1.5
});
// Right knee
var rKnee = self.attachAsset('puppet_knee', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
// --- Initial pose state ---
self.state = {
vx: 0,
// horizontal velocity
vy: 0,
// vertical velocity
grounded: false,
pose: 'stand',
// 'stand', 'sit', 'jump'
headAngle: 0,
// radians, for "pull head" actions
x: 0,
// world position
y: 0,
// --- Ava: Leg rotation controls ---
lUpperLegRotation: 0,
// additional rotation for left upper leg
rUpperLegRotation: 0,
// additional rotation for right upper leg
lLowerLegRotation: 0,
// additional rotation for left lower leg
rLowerLegRotation: 0 // additional rotation for right lower leg
};
// --- Positioning offsets (relative to puppet center) ---
function updateBodyParts() {
// Head
head.x = 0;
head.y = -bodyH / 2 - headH / 2 - 30;
head.rotation = self.state.headAngle;
// Neck
var hipH = 44 * 1.5;
var neckH = hipH;
neck.x = 0;
neck.y = -bodyH / 2 - neckH / 2 + 38;
neck.rotation = 0;
// Body
body.x = 0;
body.y = -bodyH / 2;
// --- Symmetric Arms ---
var armY = -bodyH / 2 + 30;
var armX = bodyW / 2 + upperArmW / 2 - 10;
// Shoulders
var lShoulderX = -armX;
var lShoulderY = armY;
var rShoulderX = armX;
var rShoulderY = armY;
lShoulder.x = lShoulderX;
lShoulder.y = lShoulderY;
rShoulder.x = rShoulderX;
rShoulder.y = rShoulderY;
// Default symmetric arm pose
var armAbduction = 0.32;
var baseUpperArmAngle = 0.0;
var baseLowerArmAngle = 0.0;
var lUpperArmAngle = -armAbduction + baseUpperArmAngle;
var rUpperArmAngle = armAbduction + baseUpperArmAngle;
var lLowerArmAngle = baseLowerArmAngle;
var rLowerArmAngle = baseLowerArmAngle;
// Symmetric pose-based arm animation
if (self.state.pose === 'sit') {
lUpperArmAngle = -1.25 - armAbduction;
rUpperArmAngle = 1.25 + armAbduction;
lLowerArmAngle = 1.5;
rLowerArmAngle = -1.5;
} else if (self.state.pose === 'jump') {
lUpperArmAngle = -1.6 - armAbduction;
rUpperArmAngle = 1.6 + armAbduction;
lLowerArmAngle = 2.0;
rLowerArmAngle = -2.0;
} else if (self.state.pose === 'stand') {
lUpperArmAngle += self.state.vx * 0.01;
rUpperArmAngle -= self.state.vx * 0.01;
lLowerArmAngle += Math.sin(Date.now() * 0.003) * 0.08;
rLowerArmAngle -= Math.sin(Date.now() * 0.003) * 0.08;
}
// Left arm
lUpperArm.x = lShoulderX;
lUpperArm.y = lShoulderY;
var lElbowX = lUpperArm.x + Math.sin(lUpperArmAngle) * upperArmH;
var lElbowY = lUpperArm.y + Math.cos(lUpperArmAngle) * upperArmH;
lElbow.x = lElbowX;
lElbow.y = lElbowY;
lUpperArm.rotation = Math.atan2(lElbow.y - lUpperArm.y, lElbow.x - lUpperArm.x) - Math.PI / 2;
lLowerArm.x = lElbowX;
lLowerArm.y = lElbowY;
lLowerArm.rotation = lLowerArmAngle;
// Right arm (mirror of left)
rUpperArm.x = rShoulderX;
rUpperArm.y = rShoulderY;
var rElbowX = rUpperArm.x + Math.sin(rUpperArmAngle) * upperArmH;
var rElbowY = rUpperArm.y + Math.cos(rUpperArmAngle) * upperArmH;
rElbow.x = rElbowX;
rElbow.y = rElbowY;
rUpperArm.rotation = Math.atan2(rElbow.y - rUpperArm.y, rElbow.x - rUpperArm.x) - Math.PI / 2;
rLowerArm.x = rElbowX;
rLowerArm.y = rElbowY;
rLowerArm.rotation = rLowerArmAngle;
// --- Symmetric Legs ---
var legY = bodyH / 2 - 10;
var legX = bodyW / 2 - 18;
// Hips
var lHipX = -legX;
var lHipY = legY;
var rHipX = legX;
var rHipY = legY;
lHip.x = lHipX;
lHip.y = lHipY;
rHip.x = rHipX;
rHip.y = rHipY;
// Default symmetric leg pose
var legAbduction = 0.28;
// Ava: Reduce outward angle of lower legs in stand pose (bring lower legs even closer together)
var lowerLegOutAngle = 0.16;
var lUpperLegAngle = legAbduction + (self.state.lUpperLegRotation || 0);
var rUpperLegAngle = -legAbduction + (self.state.rUpperLegRotation || 0);
var lLowerLegAngle = lowerLegOutAngle + (self.state.lLowerLegRotation || 0);
var rLowerLegAngle = -lowerLegOutAngle + (self.state.rLowerLegRotation || 0);
// Symmetric pose-based leg animation
if (self.state.pose === 'sit') {
// Parallel (not cross-legged) sit pose
// Hips
lUpperLeg.x = lHip.x;
lUpperLeg.y = lHip.y;
rUpperLeg.x = rHip.x;
rUpperLeg.y = rHip.y;
// Thighs angled more outward, knees forward
var sitThighAngle = 0.55; // radians, larger outward angle for open thighs
var sitKneeForward = upperLegH * 0.95; // how far forward knees are from hips
// SWAP: Left knee uses -sitThighAngle, right knee uses +sitThighAngle
// Left knee
var lKneeX = lUpperLeg.x + Math.sin(-sitThighAngle) * sitKneeForward;
var lKneeY = lUpperLeg.y + Math.cos(-sitThighAngle) * sitKneeForward;
// Right knee
var rKneeX = rUpperLeg.x + Math.sin(sitThighAngle) * sitKneeForward;
var rKneeY = rUpperLeg.y + Math.cos(sitThighAngle) * sitKneeForward;
// Knees at same y
var avgKneeY = (lKneeY + rKneeY) / 2;
lKneeY = avgKneeY;
rKneeY = avgKneeY;
// Set knee positions
if (lKnee.parent) lKnee.parent.removeChild(lKnee);
if (rKnee.parent) rKnee.parent.removeChild(rKnee);
lKnee.x = lKneeX;
lKnee.y = lKneeY;
rKnee.x = rKneeX;
rKnee.y = rKneeY;
// Upper leg rotations
lUpperLeg.rotation = Math.atan2(lKnee.y - lUpperLeg.y, lKnee.x - lUpperLeg.x) - Math.PI / 2;
rUpperLeg.rotation = Math.atan2(rKnee.y - rUpperLeg.y, rKnee.x - rUpperLeg.x) - Math.PI / 2;
// Lower legs: straight down from knees, feet on ground
var groundY = 2732 - 80;
var lowerLegH_px = 110 * 1.5;
// Left lower leg
lLowerLeg.x = lKnee.x;
lLowerLeg.y = lKnee.y;
var lDeltaY = groundY - lLowerLeg.y;
var lAngle = Math.acos(Math.max(-1, Math.min(1, lDeltaY / lowerLegH_px))) - Math.PI / 2;
lLowerLeg.rotation = lAngle;
// Right lower leg
rLowerLeg.x = rKnee.x;
rLowerLeg.y = rKnee.y;
var rDeltaY = groundY - rLowerLeg.y;
var rAngle = Math.acos(Math.max(-1, Math.min(1, rDeltaY / lowerLegH_px))) - Math.PI / 2;
// Ava: Rotate right lower leg to the left in sit pose
rLowerLeg.rotation = rAngle - 0.55;
// Now set knee positions and re-add to ensure they are on top
self.addChild(lKnee);
self.addChild(rKnee);
body.rotation = 0;
} else if (self.state.pose === 'jump') {
// Both upper legs up and slightly inward, knees together, feet up, using IK
// --- Keep knees and upper legs connected in jump pose ---
// --- Make both legs perfectly horizontally aligned in jump pose ---
var jumpThighAngle = 0.45;
var jumpKneeBend = 1.25; // radians, how much the knee is bent (smaller = straighter, larger = more bent)
// Set both hips at same y, and both knees at same y, for perfect horizontal alignment
// Calculate the average x between hips for knee position, and set a fixed y offset for knees
var avgHipY = (lHip.y + rHip.y) / 2;
var avgHipX = (lHip.x + rHip.x) / 2;
var kneeYOffset = -upperLegH * Math.cos(jumpThighAngle); // vertical offset from hips to knees
var kneeY = avgHipY + kneeYOffset;
var kneeXLeft = lHip.x + Math.sin(-jumpThighAngle - legAbduction) * upperLegH;
var kneeXRight = rHip.x + Math.sin(jumpThighAngle + legAbduction) * upperLegH;
// Both knees at same y
lKnee.x = kneeXLeft;
lKnee.y = kneeY;
rKnee.x = kneeXRight;
rKnee.y = kneeY;
// Upper legs: hips to knees
lUpperLeg.x = lHip.x;
lUpperLeg.y = lHip.y;
lUpperLeg.rotation = Math.atan2(lKnee.y - lUpperLeg.y, lKnee.x - lUpperLeg.x) - Math.PI / 2;
rUpperLeg.x = rHip.x;
rUpperLeg.y = rHip.y;
rUpperLeg.rotation = Math.atan2(rKnee.y - rUpperLeg.y, rKnee.x - rUpperLeg.x) - Math.PI / 2;
// Lower legs: knees to ankles, both at same y
// Left
lLowerLeg.x = lKnee.x;
lLowerLeg.y = lKnee.y;
var lJumpShinLen = lowerLegH;
var lJumpAnkleX = lKnee.x + Math.sin(lUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * lJumpShinLen;
var lJumpAnkleY = lKnee.y + Math.cos(lUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * lJumpShinLen;
lLowerLeg.rotation = Math.atan2(lJumpAnkleY - lKnee.y, lJumpAnkleX - lKnee.x) - Math.PI / 2;
// Right
rLowerLeg.x = rKnee.x;
rLowerLeg.y = rKnee.y;
var rJumpShinLen = lowerLegH;
var rJumpAnkleX = rKnee.x + Math.sin(rUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * rJumpShinLen;
var rJumpAnkleY = rKnee.y + Math.cos(rUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * rJumpShinLen;
rLowerLeg.rotation = Math.atan2(rJumpAnkleY - rKnee.y, rJumpAnkleX - rKnee.x) - Math.PI / 2;
// Elbows more bent in jump
lLowerArm.x = lElbow.x;
lLowerArm.y = lElbow.y;
lLowerArm.rotation = 2.0;
rLowerArm.x = rElbow.x;
rLowerArm.y = rElbow.y;
rLowerArm.rotation = -2.0;
body.rotation = 0;
} else if (self.state.pose === 'stand') {
// Ava: Increase outward angle of upper thighs in stand pose (make thighs more open)
var standThighAbduction = 0.32; // increased from 0.18 for more outward angle
// SWAP: swap left and right upper leg abduction
lUpperLegAngle -= standThighAbduction;
rUpperLegAngle += standThighAbduction;
// Gentle walk cycle if moving
var walk = Math.abs(self.state.vx) > 0.5 ? Math.sin(Date.now() * 0.008) * 0.25 : 0;
lUpperLegAngle += walk;
rUpperLegAngle -= walk;
lLowerLegAngle += walk * 0.5;
rLowerLegAngle -= walk * 0.5;
// Left leg
lUpperLeg.x = lHip.x;
lUpperLeg.y = lHip.y;
var lKneeX = lUpperLeg.x + Math.sin(lUpperLegAngle) * upperLegH;
var lKneeY = lUpperLeg.y + Math.cos(lUpperLegAngle) * upperLegH;
lKnee.x = lKneeX;
lKnee.y = lKneeY;
lUpperLeg.rotation = Math.atan2(lKnee.y - lUpperLeg.y, lKnee.x - lUpperLeg.x) - Math.PI / 2;
// SWAP: Attach left lower leg using right lower leg's angle
lLowerLeg.x = lKneeX;
lLowerLeg.y = lKneeY;
var lStandShinLen = lowerLegH;
var lStandAnkleX = lKneeX + Math.sin(rLowerLegAngle) * lStandShinLen;
var lStandAnkleY = lKneeY + Math.cos(rLowerLegAngle) * lStandShinLen;
lLowerLeg.rotation = Math.atan2(lStandAnkleY - lKneeY, lStandAnkleX - lKneeX) - Math.PI / 2;
// Right leg (mirror)
rUpperLeg.x = rHip.x;
rUpperLeg.y = rHip.y;
var rKneeX = rUpperLeg.x + Math.sin(rUpperLegAngle) * upperLegH;
var rKneeY = rUpperLeg.y + Math.cos(rUpperLegAngle) * upperLegH;
rKnee.x = rKneeX;
rKnee.y = rKneeY;
rUpperLeg.rotation = Math.atan2(rKnee.y - rUpperLeg.y, rKnee.x - rUpperLeg.x) - Math.PI / 2;
// SWAP: Attach right lower leg using left lower leg's angle
rLowerLeg.x = rKneeX;
rLowerLeg.y = rKneeY;
var rStandShinLen = lowerLegH;
var rStandAnkleX = rKneeX + Math.sin(lLowerLegAngle) * rStandShinLen;
var rStandAnkleY = rKneeY + Math.cos(lLowerLegAngle) * rStandShinLen;
rLowerLeg.rotation = Math.atan2(rStandAnkleY - rKneeY, rStandAnkleX - rKneeX) - Math.PI / 2;
body.rotation = 0;
}
}
// --- Public puppet actions ---
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 () {
// --- Track last position for event triggers ---
if (typeof self.lastX === "undefined") self.lastX = self.state.x;
if (typeof self.lastY === "undefined") self.lastY = self.state.y;
// --- Physics update ---
self.state.vy += 3.2; // gravity
self.state.x += self.state.vx;
self.state.y += self.state.vy;
// Friction
if (self.state.grounded) {
self.state.vx *= 0.82;
} else {
self.state.vx *= 0.98;
}
// Clamp to world bounds
if (self.state.x < 0) self.state.x = 0;
if (self.state.x > 2048) self.state.x = 2048;
// Ground collision
var groundY = 2732 - 80;
var puppetFeetOffset = bodyH / 2 + upperLegH + lowerLegH - 20;
var feetY = self.state.y + puppetFeetOffset;
if (feetY >= groundY) {
self.state.y = groundY - puppetFeetOffset;
self.state.vy = 0;
self.state.grounded = true;
if (self.state.pose === 'jump') {
self.state.pose = 'stand';
}
} else {
self.state.grounded = false;
}
// Apply to container (keep puppet at current position)
self.x = self.state.x;
self.y = self.state.y;
updateBodyParts();
// --- Update lastX, lastY for next frame ---
self.lastX = self.state.x;
self.lastY = self.state.y;
};
// --- Start position ---
self.state.x = 600; // Moved puppet further right (was 180)
// --- Ava: Set initial Y so feet are above ground visually ---
// Move puppet slightly higher (raise by 40px)
var puppetFeetOffset = bodyH / 2 + upperLegH + lowerLegH - 20;
self.state.y = 2732 - 80 - puppetFeetOffset - 40;
// Defensive: initialize lastX, lastY for event triggers
self.lastX = self.state.x;
self.lastY = self.state.y;
updateBodyParts();
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// --- Background music playlist (4 tracks, play in random order) ---
// --- World setup ---
// yellow
// blue
// pink
// green
// orange
// purple
// teal
// Wide stereo coin: left and right panned variants
var musicTracks = [{
id: 'musicId',
volume: 0.1,
start: 0,
end: 1
}, {
id: 'musicId2',
volume: 0.1,
start: 0,
end: 1
}, {
id: 'musicId3',
volume: 0.1,
start: 0,
end: 1
}, {
id: 'musicId4',
volume: 0.1,
start: 0,
end: 1
}];
// Shuffle helper (Fisher-Yates)
function shuffleArray(arr) {
for (var i = arr.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = arr[i];
arr[i] = arr[j];
arr[j] = temp;
}
}
// Maintain a shuffled playlist order
var shuffledMusicOrder = [];
function reshuffleMusicOrder() {
shuffledMusicOrder = [];
for (var i = 0; i < musicTracks.length; ++i) shuffledMusicOrder.push(i);
shuffleArray(shuffledMusicOrder);
}
reshuffleMusicOrder();
var currentMusicOrderIndex = 0;
// Play the next music track in the shuffled order, and keep playing forever
function playNextMusic() {
// If we've played all, reshuffle for a new random order
if (currentMusicOrderIndex >= shuffledMusicOrder.length) {
reshuffleMusicOrder();
currentMusicOrderIndex = 0;
}
var trackIndex = shuffledMusicOrder[currentMusicOrderIndex];
var track = musicTracks[trackIndex];
// Play music and set up onFinish to play the next one
LK.playMusic(track.id, {
loop: false,
volume: track.volume,
start: track.start,
end: track.end,
onFinish: function onFinish() {
currentMusicOrderIndex++;
playNextMusic();
}
});
}
playNextMusic();
game.setBackgroundColor(0x000000);
// --- Background ---
// Ava: Add background image behind all elements
var background = LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
scaleX: 1,
scaleY: 1
});
game.addChild(background);
// Ground
var ground = LK.getAsset('ground', {
anchorX: 0,
anchorY: 0
});
ground.x = 0;
ground.y = 2732 - 80;
game.addChild(ground);
// Finish sign
var finishSign = LK.getAsset('finish_sign', {
anchorX: 0.5,
anchorY: 1,
scaleX: 3,
scaleY: 6 // 2x as tall as before
});
finishSign.x = 2048 - 120;
finishSign.y = 2732 - 80;
game.addChild(finishSign);
// --- Puppet ---
var puppet = new Puppet();
puppet.lastX = puppet.state.x;
puppet.lastY = puppet.state.y;
game.addChild(puppet);
// --- Drums ---
var drums = [];
// Drum positions (relative to center)
// Move drums higher: set drumCenterY above puppet's head
var drumCenterX = 2048 / 2,
drumCenterY = 900; // was 2732 / 2 + 220, now much higher (puppet head is around y=~1200)
var drumRadius = 220 * 3;
var angleList = [{
type: 'left',
angle: -Math.PI / 2 - 0.7
}, {
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);
}
// --- Value Circles in Drums ---
var valueCircleValues = [1, 3, 5, 10, 25, 50, 100];
var valueCircleAssets = {
1: 'circle_1',
3: 'circle_3',
5: 'circle_5',
10: 'circle_10',
25: 'circle_25',
50: 'circle_50',
100: 'circle_100'
};
var valueCircleTexts = {};
var currentValueCircle = null;
var currentValueDrum = null;
// Helper: Remove current value circle from drum
function removeValueCircle() {
if (currentValueCircle && currentValueDrum) {
if (currentValueCircle.parent) currentValueCircle.parent.removeChild(currentValueCircle);
if (valueCircleTexts[currentValueCircle._circleValue]) {
if (valueCircleTexts[currentValueCircle._circleValue].parent) {
valueCircleTexts[currentValueCircle._circleValue].parent.removeChild(valueCircleTexts[currentValueCircle._circleValue]);
}
}
currentValueCircle = null;
currentValueDrum = null;
}
}
// Helper: Spawn a value circle in a random drum (not the same as last)
function spawnValueCircle() {
removeValueCircle();
// Pick a random drum
var drumIdx = Math.floor(Math.random() * drums.length);
// Pick a random value
var valueIdx = Math.floor(Math.random() * valueCircleValues.length);
var value = valueCircleValues[valueIdx];
var assetId = valueCircleAssets[value];
var drum = drums[drumIdx];
// Create the circle asset
var circle = LK.getAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
circle.x = drum.x;
circle.y = drum.y;
circle._circleValue = value;
// Create the text if not already created
if (!valueCircleTexts[value]) {
var txt = new Text2("" + value, {
size: 90,
fill: 0x222222
});
txt.anchor.set(0.5, 0.5);
valueCircleTexts[value] = txt;
}
var txt = valueCircleTexts[value];
txt.x = drum.x;
txt.y = drum.y;
// Add to game
game.addChild(circle);
game.addChild(txt);
currentValueCircle = circle;
currentValueDrum = drum;
}
// Timer: spawn every 1s
var valueCircleTimer = LK.setInterval(function () {
if (gameEnded) return;
spawnValueCircle();
}, 1000);
// Patch all drum actions to also spawn a new value circle in a different drum
for (var i = 0; i < drums.length; ++i) {
(function (drum) {
var oldAction = drum.action;
drum.action = function () {
// If this drum is the one with the value circle, add its value to second score and main score
if (!gameEnded && currentValueDrum === drum && currentValueCircle && typeof currentValueCircle._circleValue === "number") {
secondScore += currentValueCircle._circleValue;
secondScoreText.setText(formatSecondScore(secondScore));
// Add to main score as well
LK.setScore(LK.getScore() + currentValueCircle._circleValue);
// Play wide stereo coin sound
LK.getSound('coin_left').play();
LK.getSound('coin_right').play();
}
if (typeof oldAction === "function") oldAction();
// Only respawn if not ended
if (!gameEnded) {
// Only respawn if this drum is not already the current one
var prevDrum = currentValueDrum;
var prevCircle = currentValueCircle;
// Remove current value circle
removeValueCircle();
// Pick a new drum (not the same as this one)
var availableDrums = drums.filter(function (d) {
return d !== drum;
});
var drumIdx = Math.floor(Math.random() * availableDrums.length);
var newDrum = availableDrums[drumIdx];
// Pick a random value
var valueIdx = Math.floor(Math.random() * valueCircleValues.length);
var value = valueCircleValues[valueIdx];
var assetId = valueCircleAssets[value];
// Create the circle asset
var circle = LK.getAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
circle.x = newDrum.x;
circle.y = newDrum.y;
circle._circleValue = value;
// Create the text if not already created
if (!valueCircleTexts[value]) {
var txt = new Text2("" + value, {
size: 90,
fill: 0x222222
});
txt.anchor.set(0.5, 0.5);
valueCircleTexts[value] = txt;
}
var txt = valueCircleTexts[value];
txt.x = newDrum.x;
txt.y = newDrum.y;
// Add to game
game.addChild(circle);
game.addChild(txt);
currentValueCircle = circle;
currentValueDrum = newDrum;
}
};
})(drums[i]);
}
var timeLeft = 60;
function formatTimeDigital(secs) {
var m = Math.floor(secs / 60);
var s = secs % 60;
var mm = m < 10 ? "0" + m : "" + m;
var ss = s < 10 ? "0" + s : "" + s;
return mm + ":" + ss;
}
var timerText = new Text2(formatTimeDigital(60), {
size: 120,
fill: '#ffffff'
});
timerText.anchor.set(0.5, 0);
LK.gui.top.addChild(timerText);
// --- Second Score Display (below timer) ---
var secondScore = 0;
function formatSecondScore(val) {
var s = "" + Math.floor(val);
while (s.length < 5) s = "0" + s;
return s;
}
var secondScoreText = new Text2(formatSecondScore(0), {
size: 100,
fill: '#ffe066'
});
secondScoreText.anchor.set(0.5, 0);
// Position just below timerText (timerText is at top center, so y=timerText.height)
secondScoreText.y = timerText.height + 10;
LK.gui.top.addChild(secondScoreText);
// --- Score/Win state ---
var gameEnded = false;
// --- Timer logic ---
var timerInterval = LK.setInterval(function () {
if (gameEnded) return;
timeLeft -= 1;
if (timeLeft < 0) timeLeft = 0;
timerText.setText(formatTimeDigital(timeLeft));
if (timeLeft === 0 && !gameEnded) {
gameEnded = true;
LK.setScore(0); // Set final score to 0 if time runs out
LK.getSound('lose').play();
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();
}
}, 1000);
// --- Game update ---
game.update = function () {
if (gameEnded) return;
puppet.update();
// Win condition: puppet body collides with finish sign using intersects
if (!gameEnded && puppet.intersects(finishSign)) {
gameEnded = true;
// Calculate bonus
var bonus = timeLeft * 100;
// Show "100 x ss" in big, bold, white, shadowed text above center
var bonusText = new Text2("100 x " + (timeLeft < 10 ? "0" + timeLeft : timeLeft), {
size: 220,
fill: 0xFFFFFF,
fontWeight: "bold",
shadow: {
color: 0x000000,
blur: 16,
offsetX: 0,
offsetY: 8
}
});
bonusText.anchor.set(0.5, 0.5);
bonusText.x = 2048 / 2;
bonusText.y = 900; // a bit above center
game.addChild(bonusText);
// Animate: show for 1s, then remove and add to secondScore
LK.setTimeout(function () {
if (bonusText.parent) bonusText.parent.removeChild(bonusText);
secondScore += bonus;
secondScoreText.setText(formatSecondScore(secondScore));
LK.setScore(secondScore); // Set score to secondScore as final score
LK.getSound('win').play();
LK.effects.flashScreen(0x44c767, 800);
LK.showYouWin();
}, 1000);
}
};
// --- Clean up on game over ---
game.onDestroy = function () {
LK.clearInterval(timerInterval);
};
// --- UX: drums are always on top ---
for (var i = 0; i < drums.length; ++i) {
game.addChild(drums[i]);
}