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in gard(), simplify the adjustments as they are symetrical. use an array for elements
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now in guard(), add adjustments for arms too
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now refactor the gard() function
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in guar(), use the deltas in the else block
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simplify guard() function bt defining local variables for the deltas (like handXDelta, handRDelta, forearmXDelta, ....)
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in guard() function, move the hands ,forearms and hands closer to the center of the torso then restore them when leaving guard state the system for guard & guard button: set & keep athlete in guard state when button is down, restore when button is up
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change the system for guard & guard button: keep athlete in guard state when button is down, restore when button is up
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in guard() funciton, move the hands ,forearms and hands closer to the center of the torso then restore them when button is released
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in guard() funciton, move the hands ,forearms and hands closer to the center of the torso
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implement the athlete guard action
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use the Ring class in gameInitialize
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create a Class for the ring
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Please fix the bug: 'TypeError: player is undefined' in or related to this line: 'if ((player.leftHand.intersects(opponent.head) || player.rightHand.intersects(opponent.head)) && player.isPunching) {' Line Number: 293
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only flash on hit when an athlete is Punching
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restore self.isPunching
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update self.isPunching
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add a propoery isPunching to athlete class
===================================================================
--- original.js
+++ change.js
@@ -121,9 +121,9 @@
// 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 target = self.isHuman ? opponent : 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;
};
self.targetX = self.targetX || 1024; // Default target X
@@ -231,15 +231,15 @@
// Initialize player
var player = game.addChild(new Athlete(true));
player.x = 1024; // Center horizontally
player.y = 2000; // Position towards the bottom
-// Initialize a single fixed enemy
-var enemy = game.addChild(new Athlete());
-enemy.x = 1024; // Center horizontally
-enemy.y = 1066; // Center vertically in the middle of the ring
-enemy.rotation = Math.PI * 0.5;
+// Initialize a single fixed opponent
+var opponent = game.addChild(new Athlete());
+opponent.x = 1024; // Center horizontally
+opponent.y = 1066; // Center vertically in the middle of the ring
+opponent.rotation = Math.PI * 0.5;
// Update the single fixed enemy
-enemy.update();
+//opponent.update();
var touchPosition = null;
var swipeStart = null;
var swipeEnd = null;
game.down = function (x, y, obj) {
@@ -252,17 +252,17 @@
// Game update function
game.update = function () {
// This section has been removed to prevent redundant player movement handling.
// Check for collision between player's hand and enemy's head
- if ((player.leftHand.intersects(enemy.head) || player.rightHand.intersects(enemy.head)) && player.isPunching) {
+ if ((player.leftHand.intersects(opponent.head) || player.rightHand.intersects(opponent.head)) && player.isPunching) {
// Player hit reaction: head goes back, flash screen red
// Calculate enemy's current direction and move back accordingly
- var enemyDirection = Math.atan2(enemy.y - player.y, enemy.x - player.x);
- enemy.x += Math.cos(enemyDirection) * 50; // Move enemy back in the x direction of current movement
- enemy.y += Math.sin(enemyDirection) * 50; // Move enemy back in the y direction of current movement
- enemy.head.y -= 20; // Head returns to normal position
+ var enemyDirection = Math.atan2(opponent.y - player.y, opponent.x - player.x);
+ opponent.x += Math.cos(enemyDirection) * 50; // Move enemy back in the x direction of current movement
+ opponent.y += Math.sin(enemyDirection) * 50; // Move enemy back in the y direction of current movement
+ opponent.head.y -= 20; // Head returns to normal position
LK.effects.flashScreen(0xFFFFFF, 100); // Flash the whole screen red for 0.5 seconds
LK.setTimeout(function () {
- enemy.head.y += 20; // Head returns to normal position
+ opponent.head.y += 20; // Head returns to normal position
}, 500);
}
};
\ No newline at end of file
clear
basic light gray convex round button with a red boxing glove icon. UI
Un gant de boxe bleu vu de dessus. video game
basic light round convex gray button with a raised blue shield icon.. UI
un éclair. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
remove
a basic white heart.. game icon
A boxer has lost the match..
man boxer with red gloves is KO on the ring..