User prompt
Dizleri üst bacak alt ucuna bağla
User prompt
Dizleri ust bacağin ucuna yerlestir.
User prompt
Alt bacak diz baglantisini kes
User prompt
Kalçadaki animasyonu kaldır.
User prompt
Üst bacak altı ile alt bacak ustünu dizde birlestir
User prompt
Alt bacakları swap yap
User prompt
Üst bacak ve alt bacak aynı hizada bağlansin.
User prompt
Sağ Üst bacak ve sağ alt bacağı dizde bağla
User prompt
Zıplamada üst bacakların bağlantısı ve yeri degismesin
User prompt
Üst bacaklardaki bağlantı ve ik yi tüm pozlarda bozulmadan ayni uygula
User prompt
Üst bacaklardaki ik yi tüm pozlarda aynen uygula
User prompt
Alt bacakları swap yap
User prompt
Kollardaki düzgün bağlantı ve hiyerarşiyi bacaklara da uygula.
User prompt
Alt bacakları swap yap
User prompt
Bacakların bağlantiları tüm pozlarda aynı kalsin
User prompt
Bacaklarım pozisyonu ve bağlantıları hiçbir pozda değişmesin.
User prompt
Üst bacakları dışa ic bacakları içe kır.
User prompt
Alt bacakları swap yap.
User prompt
Üst bacakları swap yap.
User prompt
Üst bacaklar ters bağlı.
User prompt
Alt bacaklar ters bağlı
User prompt
Ilk pozda kalçadan eğilip kalkma animasyonu ekle.
User prompt
Kalça, üst bacak, diz, alt bacak bağlantılarını tekrar güncelle.
User prompt
Ilk pozdaki alt kollardaki animasyonu kalçaya da ekle.
User prompt
Ilk pozdaki alt kollardaki animasyonu alt bacaklara da 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') { // 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 (arms down) var lUpperArmAngle = -0.35; // Hafif sola açılmış sol üst kol var rUpperArmAngle = 0.35; // Hafif sağa açılmış sağ üst kol 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') { // In jump pose, upper arms are raised up lUpperArmAngle = -1.6; // sol üst kol yukarı rUpperArmAngle = 1.6; // sağ üst kol yukarı lLowerArmAngle = 2.0; rLowerArmAngle = -2.0; // --- Maintain shoulder-elbow connection in jump pose --- var lElbowX = lUpperArm.x + Math.sin(lUpperArmAngle) * upperArmH; var lElbowY = lUpperArm.y + Math.cos(lUpperArmAngle) * upperArmH; lElbow.x = lElbowX; lElbow.y = lElbowY; var rElbowX = rUpperArm.x + Math.sin(rUpperArmAngle) * upperArmH; var rElbowY = rUpperArm.y + Math.cos(rUpperArmAngle) * upperArmH; rElbow.x = rElbowX; rElbow.y = rElbowY; } 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: connect from shoulder to elbow lUpperArm.x = lShoulderX; lUpperArm.y = lShoulderY; lUpperArm.rotation = Math.atan2( // target: elbow - shoulder lElbow.y - lShoulderY, lElbow.x - lShoulderX) - Math.PI / 2; 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: connect from shoulder to elbow rUpperArm.x = rShoulderX; rUpperArm.y = rShoulderY; rUpperArm.rotation = Math.atan2( // target: elbow - shoulder rElbow.y - rShoulderY, rElbow.x - rShoulderX) - Math.PI / 2; 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') { // --- No hip bend animation in stand pose --- // Gentle walk cycle if moving var walk = Math.abs(self.state.vx) > 0.5 ? Math.sin(Date.now() * 0.008) * 0.25 : 0; lUpperLegAngle += 0.18 + walk; rUpperLegAngle -= 0.18 - walk; // Ayakları hafif aç: stand pozunda alt bacak açılarını büyüt lLowerLegAngle += 0.32 + walk * 0.5; rLowerLegAngle -= 0.32 - walk * 0.5; } // --- Hip, upper leg, knee, lower leg kinematics (anatomically correct, always connected) --- // --- Left leg hierarchy: hip -> upper leg -> knee -> lower leg --- // Hip position (already set above as hip.x, hip.y) // Calculate left knee position from left upper leg angle var lHipX_actual = hip.x - legX; var lHipY_actual = hip.y; var lUpperLegAngleAbs = lUpperLegAngle; var lKneeX = lHipX_actual + Math.sin(lUpperLegAngleAbs) * upperLegH; var lKneeY = lHipY_actual + Math.cos(lUpperLegAngleAbs) * upperLegH; lUpperLeg.x = lHipX_actual; lUpperLeg.y = lHipY_actual; lUpperLeg.rotation = lUpperLegAngleAbs; // Dizleri üst bacak alt ucuna bağla lKnee.x = lUpperLeg.x + Math.sin(lUpperLeg.rotation) * upperLegH; lKnee.y = lUpperLeg.y + Math.cos(lUpperLeg.rotation) * upperLegH; // Lower leg is no longer connected to the knee // lLowerLeg.x = lKneeX; // lLowerLeg.y = lKneeY; // lLowerLeg.rotation = lLowerLegAngle; // --- Right leg hierarchy: hip -> upper leg -> knee -> lower leg --- var rHipX_actual = hip.x + legX; var rHipY_actual = hip.y; var rUpperLegAngleAbs = rUpperLegAngle; var rKneeX = rHipX_actual + Math.sin(rUpperLegAngleAbs) * upperLegH; var rKneeY = rHipY_actual + Math.cos(rUpperLegAngleAbs) * upperLegH; rUpperLeg.x = rHipX_actual; rUpperLeg.y = rHipY_actual; rUpperLeg.rotation = rUpperLegAngleAbs; // Dizleri üst bacak alt ucuna bağla rKnee.x = rUpperLeg.x + Math.sin(rUpperLeg.rotation) * upperLegH; rKnee.y = rUpperLeg.y + Math.cos(rUpperLeg.rotation) * upperLegH; // 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; // Ensure upper leg's lower end is always at the knee (always connect) lKnee.x = lUpperLeg.x + Math.sin(lUpperLeg.rotation) * upperLegH; lKnee.y = lUpperLeg.y + Math.cos(lUpperLeg.rotation) * upperLegH; lLowerLeg.x = lKnee.x; lLowerLeg.y = lKnee.y; lLowerLeg.rotation = lUpperLeg.rotation - Math.PI / 2 + 0.15; rUpperLeg.x = hip.x + legX; rUpperLeg.y = hip.y; rUpperLeg.rotation = 1.35; // Ensure upper leg's lower end is always at the knee (always connect) rKnee.x = rUpperLeg.x + Math.sin(rUpperLeg.rotation) * upperLegH; rKnee.y = rUpperLeg.y + Math.cos(rUpperLeg.rotation) * upperLegH; rLowerLeg.x = rKnee.x; rLowerLeg.y = rKnee.y; 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; // Ensure upper leg's lower end is always at the knee (always connect) lKnee.x = lUpperLeg.x + Math.sin(lUpperLeg.rotation) * upperLegH; lKnee.y = lUpperLeg.y + Math.cos(lUpperLeg.rotation) * upperLegH; lLowerLeg.x = lKnee.x; lLowerLeg.y = lKnee.y; lLowerLeg.rotation = lUpperLeg.rotation + 2.1; rUpperLeg.x = hip.x + legX; rUpperLeg.y = hip.y; rUpperLeg.rotation = -1.2; // Ensure upper leg's lower end is always at the knee (always connect) rKnee.x = rUpperLeg.x + Math.sin(rUpperLeg.rotation) * upperLegH; rKnee.y = rUpperLeg.y + Math.cos(rUpperLeg.rotation) * upperLegH; rLowerLeg.x = rKnee.x; rLowerLeg.y = rKnee.y; rLowerLeg.rotation = rUpperLeg.rotation + 2.1; // Elbows more bent in jump // Keep upper arms at default (down), but elbows and lower arms follow articulation // (Shoulder-elbow already set above for jump pose) 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 = 0.12; } 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 ****/ // Define and initialize the reverb object before using it // Win/lose sound // Drum tap sound // Finish sign // Ground // Drums // Puppet body parts (shapes) // --- World setup --- // Apply reverb to all drum and win/lose sounds // Ava: background asset 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
@@ -384,30 +384,34 @@
// Calculate left knee position from left upper leg angle
var lHipX_actual = hip.x - legX;
var lHipY_actual = hip.y;
var lUpperLegAngleAbs = lUpperLegAngle;
+ var lKneeX = lHipX_actual + Math.sin(lUpperLegAngleAbs) * upperLegH;
+ var lKneeY = lHipY_actual + Math.cos(lUpperLegAngleAbs) * upperLegH;
lUpperLeg.x = lHipX_actual;
lUpperLeg.y = lHipY_actual;
lUpperLeg.rotation = lUpperLegAngleAbs;
- // Place knee at the end of the upper leg
+ // Dizleri üst bacak alt ucuna bağla
lKnee.x = lUpperLeg.x + Math.sin(lUpperLeg.rotation) * upperLegH;
lKnee.y = lUpperLeg.y + Math.cos(lUpperLeg.rotation) * upperLegH;
// Lower leg is no longer connected to the knee
- // lLowerLeg.x = lKnee.x;
- // lLowerLeg.y = lKnee.y;
+ // lLowerLeg.x = lKneeX;
+ // lLowerLeg.y = lKneeY;
// lLowerLeg.rotation = lLowerLegAngle;
// --- Right leg hierarchy: hip -> upper leg -> knee -> lower leg ---
var rHipX_actual = hip.x + legX;
var rHipY_actual = hip.y;
var rUpperLegAngleAbs = rUpperLegAngle;
+ var rKneeX = rHipX_actual + Math.sin(rUpperLegAngleAbs) * upperLegH;
+ var rKneeY = rHipY_actual + Math.cos(rUpperLegAngleAbs) * upperLegH;
rUpperLeg.x = rHipX_actual;
rUpperLeg.y = rHipY_actual;
rUpperLeg.rotation = rUpperLegAngleAbs;
- // Place knee at the end of the upper leg
+ // Dizleri üst bacak alt ucuna bağla
rKnee.x = rUpperLeg.x + Math.sin(rUpperLeg.rotation) * upperLegH;
rKnee.y = rUpperLeg.y + Math.cos(rUpperLeg.rotation) * upperLegH;
- // rLowerLeg.x = rKnee.x;
- // rLowerLeg.y = rKnee.y;
+ // rLowerLeg.x = rKneeX;
+ // rLowerLeg.y = rKneeY;
// rLowerLeg.rotation = rLowerLegAngle;
// Pose adjustments
if (self.state.pose === 'sit') {
// Sitting: thighs forward, knees bent, shins down
@@ -580,18 +584,18 @@
/****
* 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
+// Win/lose sound
+// Drum tap sound
+// Finish sign
+// Ground
+// Drums
+// Puppet body parts (shapes)
+// --- World setup ---
+// Apply reverb to all drum and win/lose sounds
+// Ava: background asset
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