User prompt
Please fix the bug: 'reverb is not defined' in or related to this line: 'reverb.add(LK.getSound('drum_tap_center'));' Line Number: 453
User prompt
Please fix the bug: 'reverb is not defined' in or related to this line: 'reverb.add(LK.getSound('drum_tap_center'));' Line Number: 453
User prompt
Seslere reverb efekt ekle
User prompt
Kukla zıpladıysa 1 sn havada kalsın.
User prompt
Zıplama hareketin bacak ve ayaklar dizde bağlansın
User prompt
Ayaklardaki kinematik duzelt
User prompt
Ayakları çıkar
User prompt
Bacakları cıkar
User prompt
Kalça bacak diz ve ayak hareketlerini tekrar ele al.
User prompt
Kol dirsek el hareketleri gibi bacak diz ve ayak hareketlerini de düzelt
User prompt
Kuklanin ilk konumu biraz daha sağda olsun.
User prompt
Kuklayı 1.5 kat büyüt. Tüm uzuvlar eşit ölçüde büyüsün
User prompt
Davulları biraz daha yukarı al kuklanın başından biraz yukarda olsunlar
User prompt
Davulları biraz daha yukarı al kuklanın başından yukarda olsunlar.
User prompt
Bacakları ve ayakları diz ile daha uygun bagla
User prompt
drum_tap assetini kaldır
User prompt
Herbir davula farkli ses ata
User prompt
drum_tap kullanilmiyorsa sil
User prompt
Herbir davula farkli ses ata
User prompt
Kuklanın dirseklerini bagla. Kollar vd omuz ve elle daha mantıklı hareket etsin
User prompt
Kuklanin diz eklemkerini düzelt
User prompt
Kuklanin ayaklari zeminin ustunde olsun gozuksun
User prompt
5 islev çikan sesten etkilensin.
User prompt
Davulların arasındaki mesafeyi 3 katina çikar
User prompt
Davulları 3 kat büyut
/**** * 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') { LK.getSound('drum_tap_sit').play(); } else if (self.drumType === 'stand') { LK.getSound('drum_tap_stand').play(); } 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 }); // Body var body = self.attachAsset('puppet_body', { 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 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 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 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 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; head.y = -bodyH / 2 - headH / 2 + 10; head.rotation = self.state.headAngle; // Body body.x = 0; body.y = -bodyH / 2; // Arms var armY = -bodyH / 2 + 30; var armX = bodyW / 2 + upperArmW / 2 - 10; // --- Elbow kinematics --- // Shoulder positions var lShoulderX = -armX; var lShoulderY = armY; var rShoulderX = armX; var rShoulderY = armY; // Default arm pose angles var lUpperArmAngle = -0.25; var rUpperArmAngle = 0.25; // Pose-based arm animation if (self.state.pose === 'sit') { lUpperArmAngle = -1.1; rUpperArmAngle = 1.1; } else if (self.state.pose === 'jump') { lUpperArmAngle = -0.7; rUpperArmAngle = 0.7; } // 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; // Left lower arm lLowerArm.x = lElbowX; lLowerArm.y = lElbowY; // Lower arm angle: point hand downward in stand, forward in sit/jump var lLowerArmAngle = 0.1; if (self.state.pose === 'sit') { lLowerArmAngle = 1.2; } else if (self.state.pose === 'jump') { lLowerArmAngle = 0.9; } lLowerArm.rotation = lLowerArmAngle; // Right upper arm rUpperArm.x = rShoulderX; rUpperArm.y = rShoulderY; rUpperArm.rotation = rUpperArmAngle; // Right elbow position var rElbowX = rUpperArm.x + Math.sin(rUpperArmAngle) * upperArmH; var rElbowY = rUpperArm.y + Math.cos(rUpperArmAngle) * upperArmH; // Right lower arm rLowerArm.x = rElbowX; rLowerArm.y = rElbowY; // Lower arm angle: point hand downward in stand, forward in sit/jump var rLowerArmAngle = -0.1; if (self.state.pose === 'sit') { rLowerArmAngle = -1.2; } else if (self.state.pose === 'jump') { rLowerArmAngle = -0.9; } rLowerArm.rotation = rLowerArmAngle; // Legs var legY = bodyH / 2 - 10; var legX = bodyW / 2 - 18; // --- Improved knee and foot connection --- // Left leg lUpperLeg.x = -legX; lUpperLeg.y = legY; lUpperLeg.rotation = 0.18; // natural slight bend // Calculate left knee position var lKneeX = lUpperLeg.x + Math.sin(lUpperLeg.rotation) * upperLegH; var lKneeY = lUpperLeg.y + Math.cos(lUpperLeg.rotation) * upperLegH; // Attach lower leg at knee, rotate so foot is under knee lLowerLeg.x = lKneeX; lLowerLeg.y = lKneeY; // For standing, foot should be under knee, so angle is same as upper leg lLowerLeg.rotation = lUpperLeg.rotation; // Right leg rUpperLeg.x = legX; rUpperLeg.y = legY; rUpperLeg.rotation = -0.18; // Calculate right knee position var rKneeX = rUpperLeg.x + Math.sin(rUpperLeg.rotation) * upperLegH; var rKneeY = rUpperLeg.y + Math.cos(rUpperLeg.rotation) * upperLegH; // Attach lower leg at knee, rotate so foot is under knee rLowerLeg.x = rKneeX; rLowerLeg.y = rKneeY; rLowerLeg.rotation = rUpperLeg.rotation; // Pose adjustments if (self.state.pose === 'sit') { // Sitting: thighs forward, knees bent, shins down lUpperLeg.rotation = 1.25; var lKneeX = lUpperLeg.x + Math.sin(lUpperLeg.rotation) * upperLegH; var lKneeY = lUpperLeg.y + Math.cos(lUpperLeg.rotation) * upperLegH; lLowerLeg.x = lKneeX; lLowerLeg.y = lKneeY; // Lower leg points down from knee lLowerLeg.rotation = lUpperLeg.rotation - Math.PI / 2; rUpperLeg.rotation = 1.25; var rKneeX = rUpperLeg.x + Math.sin(rUpperLeg.rotation) * upperLegH; var rKneeY = rUpperLeg.y + Math.cos(rUpperLeg.rotation) * upperLegH; rLowerLeg.x = rKneeX; rLowerLeg.y = rKneeY; rLowerLeg.rotation = rUpperLeg.rotation - Math.PI / 2; body.rotation = -0.2; } else if (self.state.pose === 'jump') { // Jump: legs up, knees bent lUpperLeg.rotation = -0.7; var lKneeX = lUpperLeg.x + Math.sin(lUpperLeg.rotation) * upperLegH; var lKneeY = lUpperLeg.y + Math.cos(lUpperLeg.rotation) * upperLegH; lLowerLeg.x = lKneeX; lLowerLeg.y = lKneeY; // Lower leg points forward from knee lLowerLeg.rotation = lUpperLeg.rotation + 1.55; rUpperLeg.rotation = -0.7; var rKneeX = rUpperLeg.x + Math.sin(rUpperLeg.rotation) * upperLegH; var rKneeY = rUpperLeg.y + Math.cos(rUpperLeg.rotation) * upperLegH; rLowerLeg.x = rKneeX; rLowerLeg.y = rKneeY; rLowerLeg.rotation = rUpperLeg.rotation + 1.55; body.rotation = 0.1; } 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 = -38; 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 ****/ // --- World setup --- // Puppet body parts (shapes) // Drums // Ground // Finish sign // Drum tap sound // Win/lose sound // Apply reverb to all drum and win/lose sounds 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')); game.setBackgroundColor(0x000000); // 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 }); finishSign.x = 2048 - 120; finishSign.y = 2732 - 80; game.addChild(finishSign); var finishText = new Text2('FINISH', { size: 54, fill: '#ffffff' }); finishText.anchor.set(0.5, 0.5); finishText.x = finishSign.x; finishText.y = finishSign.y - finishSign.height / 2; game.addChild(finishText); // --- 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 --- var puppetActions = [function () { puppet.pullHeadLeft(); }, function () { puppet.pullHeadRight(); }, function () { puppet.jump(); }, function () { puppet.sit(); }, function () { puppet.stand(); }]; // Helper to shuffle an array 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; } return arr; } // Large center drum (random action sequence) var drumJump = new Drum(); drumJump.setDrum('large'); drumJump.x = drumCenterX; drumJump.y = drumCenterY; // Assign a random sequence of all 5 actions, and cycle through them drumJump._actionSequence = shuffleArray(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 random sequence of all 5 actions, and cycles through them d._actionSequence = shuffleArray(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; var timerText = new Text2('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(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 intersects finish sign if (puppet.x + 40 > finishSign.x - finishSign.width / 2 && puppet.x - 40 < finishSign.x + finishSign.width / 2 && puppet.y + 80 > finishSign.y - finishSign.height && puppet.y - 80 < finishSign.y) { if (!gameEnded) { gameEnded = true; 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