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in Player mini movements, also move forearms ans hands
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Add another button in the bottom center : gardButton
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when player hands touch enemy, move the enemy back in his current direction, not just on x
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when enmy is hit it should go back
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When a hand intersects with the opponent head implement player been hit : head should go back, flash the whole screen red
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implement player been hit : head should go back, flash the whole screen red
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implement player been hit
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Simulate punch button press and release
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Simulate punch button press and release
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no, you should do both : reduce when pressed and restore when up
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but restore the button w & h when released :)
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when punch button is pressed, reduce its w & h to simulate press
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when punching, also change the width of the head to simulate the tilt
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when punching, move of the head like boxers do
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prevent players to be too close
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add a bit of randomness to the mini movements
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when idmle, animate the players with mini movements of head and arms
/****
* Classes
****/
var Joystick = Container.expand(function () {
var self = Container.call(this);
self.base = self.attachAsset('joystickBase', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.7
});
self.knob = self.attachAsset('joystickKnob', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.9
});
self.x = 220; // Position joystick on the bottom left
self.y = game.height - 220;
var dragging = false;
var dragStart = null;
var maxDistance = self.base.width / 2 - self.knob.width / 2; // Max distance knob can move from center
self.down = function (x, y, obj) {
var localPos = self.toLocal(obj.global);
var dx = localPos.x - self.base.x;
var dy = localPos.y - self.base.y;
if (Math.sqrt(dx * dx + dy * dy) <= maxDistance) {
dragging = true;
dragStart = {
x: x,
y: y
};
}
};
self.move = function (x, y, obj) {
if (dragging) {
var localPos = self.toLocal(obj.global);
var dx = localPos.x - self.base.x;
var dy = localPos.y - self.base.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var angle = Math.atan2(dy, dx);
if (distance > maxDistance) {
dx = Math.cos(angle) * maxDistance;
dy = Math.sin(angle) * maxDistance;
}
self.knob.x = dx;
self.knob.y = dy;
}
};
self.up = function (x, y, obj) {
if (dragging) {
self.knob.x = 0;
self.knob.y = 0;
dragging = false;
}
};
});
// Assets initialization is handled automatically by the LK engine.
// Player class
var Player = Container.expand(function (isHuman) {
var self = Container.call(this);
self.isHuman = isHuman;
self.body = new Container();
game.addChild(self.body);
// Define punch distance for punching animation
var punchDistance = 50;
// Left Arm
self.leftForearm = self.body.attachAsset('forearm', {
anchorX: 0.5,
anchorY: 0.5,
x: -110,
y: -125,
width: 80,
rotation: -Math.PI * 0.2
});
self.leftHand = self.body.attachAsset('hand', {
anchorX: 0.5,
anchorY: 0.5,
x: -110,
y: -250,
width: 80,
height: 180,
rotation: -Math.PI * 0.05
});
self.leftArm = self.body.attachAsset('arm', {
anchorX: 0.5,
anchorY: 0,
x: -120,
y: -120
});
// Right Arm
self.rightForearm = self.body.attachAsset('forearm', {
anchorX: 0.5,
anchorY: 0.5,
x: 110,
y: -125,
scaleX: -1,
width: 80,
rotation: Math.PI * 0.2
});
self.rightHand = self.body.attachAsset('hand', {
anchorX: 0.5,
anchorY: 0.5,
x: 100,
y: -250,
scaleX: -1,
width: 80,
height: 180,
rotation: Math.PI * 0.05
});
self.rightArm = self.body.attachAsset('arm', {
anchorX: 0.5,
anchorY: 0,
x: 120,
y: -120,
scaleX: -1
});
self.torso = self.body.attachAsset('body', {
anchorX: 0.5,
anchorY: 0.5
});
self.head = self.body.attachAsset('head', {
anchorX: 0.5,
anchorY: 0.5,
y: -40
});
// Player movement speed
self.speed = 10;
// Punch function to handle punching action
self.punch = function (isLeft) {
var arm = isLeft ? self.leftArm : self.rightArm;
var forearm = isLeft ? self.leftForearm : self.rightForearm;
var hand = isLeft ? self.leftHand : self.rightHand;
// Punch animation logic
LK.setTimeout(function () {
/*
arm.height += punchDistance;
arm.y -= punchDistance;
forearm.height += punchDistance;
forearm.y -= punchDistance * 2; // Move forearm up for punch
hand.y -= punchDistance * 2; // Move hand up for punch
*/
/*
self.leftArm.height += punchDistance;
self.leftArm.y -= punchDistance;
self.leftForearm.height += punchDistance;
self.leftForearm.y -= punchDistance * 1.5; // Move forearm up for punch
self.leftForearm.rotation = -Math.PI * 0.1; //-Math.PI * 0.2
self.leftHand.x += 5; // Move hand up for punch
self.leftHand.y -= punchDistance * 2; // Move hand up for punch
*/
arm.height += punchDistance;
arm.y -= punchDistance;
forearm.height += punchDistance;
forearm.y -= punchDistance * 1.5; // Move forearm up for punch
forearm.rotation *= 0.5; //= -Math.PI * 0.1; //-Math.PI * 0.2
hand.x += 5; // Move hand up for punch
hand.y -= punchDistance * 2; // Move hand up for punch
}, 100);
LK.setTimeout(function () {
/*
arm.height -= punchDistance;
arm.y += punchDistance;
forearm.height -= punchDistance;
forearm.y += punchDistance * 2; // Reset forearm position
hand.y += punchDistance * 2; // Reset hand position
*/
arm.height -= punchDistance;
arm.y += punchDistance;
forearm.height -= punchDistance;
forearm.y += punchDistance * 1.5; // Move forearm up for punch
forearm.rotation *= 2; //-Math.PI * 0.2
hand.x -= 5; // Move hand up for punch
hand.y += punchDistance * 2; // Move hand up for punch
}, 200);
};
// Update player position based on input
self.update = function () {
// Only move player if it's human controlled via joystick
if (self.isHuman) {
// Calculate movement based on joystick position
var joystickDx = joystick.knob.x;
var joystickDy = joystick.knob.y;
// Normalize joystick input to determine direction
var distance = Math.sqrt(joystickDx * joystickDx + joystickDy * joystickDy);
if (distance > 0) {
var normalizedDx = joystickDx / distance;
var normalizedDy = joystickDy / distance;
self.x += normalizedDx * self.speed;
self.y += normalizedDy * self.speed;
}
}
// Animate player with mini movements when idle
if (distance == 0) {
// Player is idle
// Mini head movement
self.head.y = -40 + Math.sin(LK.ticks / 10) * 2;
// Mini arm movement
self.leftArm.rotation += Math.sin(LK.ticks / 15) * 0.005;
self.rightArm.rotation -= Math.sin(LK.ticks / 15) * 0.005;
}
// Update body position and rotation
self.body.x = self.x;
self.body.y = self.y;
// Calculate angle to face the opponent
var target = self.isHuman ? enemy : player; // Determine target based on whether self is human or enemy
var angleToOpponent = Math.atan2(target.y - self.y, target.x - self.x) + Math.PI * 0.5;
self.body.rotation = angleToOpponent;
};
});
var PunchButton = Container.expand(function () {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('punchButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = game.width - 220; // Position button on the bottom right
self.y = game.height - 220;
self.down = function (x, y, obj) {
player.punch(Math.random() < 0.5); // Randomly choose left or right arm for punching
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize ring in the game scene
var ring = game.addChild(LK.getAsset('ring', {
x: 1024,
// Center horizontally
y: 1366,
// Center vertically
anchorX: 0.5,
anchorY: 0.5
}));
var joystick = game.addChild(new Joystick());
var punchButton = game.addChild(new PunchButton());
var dragNode = null;
// Initialize player
var player = game.addChild(new Player(true));
player.x = 1024; // Center horizontally
player.y = 2000; // Position towards the bottom
// Initialize a single fixed enemy
var enemy = game.addChild(new Player());
enemy.x = 1024; // Center horizontally
enemy.y = 1066; // Center vertically in the middle of the ring
enemy.rotation = Math.PI * 0.5;
// Update the single fixed enemy
enemy.update();
var touchPosition = null;
var swipeStart = null;
var swipeEnd = null;
game.down = function (x, y, obj) {
// Removed swipe start logic for joystick implementation
};
game.move = function (x, y, obj) {
// Removed swipe tracking logic for joystick implementation
};
game.up = function (x, y, obj) {
// Removed swipe end logic and player movement calculation for joystick implementation
};
// Game update function
game.update = function () {
// This section has been removed to prevent redundant player movement handling.
// Spawn enemies
// Check for collision with player
// Removed game over trigger to prevent ending the game on player collision with enemy
};
clear
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remove
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