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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 // Add head movement to mimic boxer's dodge self.head.x += isLeft ? 15 : -15; // Move head opposite to punching arm self.head.width *= 0.9; // Simulate head tilt by narrowing the width self.head.height *= 1.1; // Reset head width to simulate head tilt back self.head.rotation -= isLeft ? -0.1 : 0.1; // Simulate head tilt by narrowing the width }, 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 self.head.x += isLeft ? -15 : 15; // Move head opposite to punching arm self.head.width /= 0.9; // Reset head width to simulate head tilt back self.head.height /= 1.1; // Reset head width to simulate head tilt back self.head.rotation += isLeft ? -0.1 : 0.1; // Simulate head tilt by narrowing the width }, 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; // Calculate potential new position var newX = self.x + normalizedDx * self.speed; var newY = self.y + normalizedDy * self.speed; // Determine target based on whether self is human or enemy var target = self.isHuman ? enemy : player; // Calculate distance to the opponent var distanceToOpponent = Math.sqrt(Math.pow(target.x - newX, 2) + Math.pow(target.y - newY, 2)); // Minimum allowed distance var minDistance = 300; // Adjust as needed if (distanceToOpponent > minDistance) { self.x = newX; self.y = newY; } } } // Player is idle // Mini head movement with added randomness self.head.y = -40 + Math.sin(LK.ticks / 10 + Math.random() * 0.2) * 2; // Mini arm movement with added randomness self.leftArm.rotation += Math.sin(LK.ticks / 15 + Math.random() * 0.2) * 0.005; self.rightArm.rotation -= Math.sin(LK.ticks / 15 + Math.random() * 0.2) * 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) { // Simulate button press by reducing width and height buttonGraphics.width *= 0.8; buttonGraphics.height *= 0.8; 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 };
===================================================================
--- original.js
+++ change.js
@@ -154,11 +154,12 @@
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
// Add head movement to mimic boxer's dodge
- self.head.x += isLeft ? 10 : -10; // Move head opposite to punching arm
+ self.head.x += isLeft ? 15 : -15; // Move head opposite to punching arm
self.head.width *= 0.9; // Simulate head tilt by narrowing the width
- self.head.rotation -= isLeft ? -0.2 : 0.2; // Simulate head tilt by narrowing the width
+ self.head.height *= 1.1; // Reset head width to simulate head tilt back
+ self.head.rotation -= isLeft ? -0.1 : 0.1; // Simulate head tilt by narrowing the width
}, 100);
LK.setTimeout(function () {
/*
arm.height -= punchDistance;
@@ -173,11 +174,12 @@
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
- self.head.x += isLeft ? -10 : 10; // Move head opposite to punching arm
+ self.head.x += isLeft ? -15 : 15; // Move head opposite to punching arm
self.head.width /= 0.9; // Reset head width to simulate head tilt back
- self.head.rotation += isLeft ? -0.2 : 0.2; // Simulate head tilt by narrowing the width
+ self.head.height /= 1.1; // Reset head width to simulate head tilt back
+ self.head.rotation += isLeft ? -0.1 : 0.1; // Simulate head tilt by narrowing the width
}, 200);
};
// Update player position based on input
self.update = function () {
@@ -229,8 +231,11 @@
});
self.x = game.width - 220; // Position button on the bottom right
self.y = game.height - 220;
self.down = function (x, y, obj) {
+ // Simulate button press by reducing width and height
+ buttonGraphics.width *= 0.8;
+ buttonGraphics.height *= 0.8;
player.punch(Math.random() < 0.5); // Randomly choose left or right arm for punching
};
});
clear
basic light gray convex round button with a red boxing glove icon. UI
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man boxer with red gloves is KO on the ring..