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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
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set isPlaying to true on 1st screen tap
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don't update athletes when isPlaying is false
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add a globalVariable isPlaying
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in mainMove(); define a target within the ring then progressively move to the target. when reached choose another target
/**** * Classes ****/ /****************************************************************************************** */ /************************************* ATHLETE CLASS ************************************** */ /****************************************************************************************** */ var Athlete = Container.expand(function (isHuman) { var self = Container.call(this); self.isPunching = false; // Indicates if the athlete is currently punching 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: 110, 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(isHuman ? 'head' : 'head2', { anchorX: 0.5, anchorY: 0.5, y: -40 }); // Player movement speed self.speed = 5; // 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 self.isPunching = true; LK.setTimeout(function () { 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 *= 0.95; // Simulate head tilt by narrowing the width self.head.height *= 1.05; // 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 * 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 /= 0.95; // Reset head width to simulate head tilt back self.head.height /= 1.05; // Reset head width to simulate head tilt back self.head.rotation += isLeft ? -0.1 : 0.1; // Simulate head tilt by narrowing the width self.isPunching = false; }, 200); }; // Update player position based on input self.update = function () { if (isPlaying) { // Only move player if it's human controlled automatically self.mainMove(); } // Player is idle self.miniMove(); // 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 ? 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 self.targetY = self.targetY || 1366; // Default target Y self.mainMove = function () { // Check if athlete has reached the target var distanceToTarget = Math.sqrt(Math.pow(self.targetX - self.x, 2) + Math.pow(self.targetY - self.y, 2)); if (distanceToTarget < 10) { // Define a new target within the ring var ringCenterX = 1024; // Center of the ring X var ringCenterY = 1366; // Center of the ring Y var movementRadius = Math.random() * 300 + 100; // Random radius within which the athlete can move var angle = Math.random() * Math.PI * 2; // Generate a random angle for movement direction self.targetX = ringCenterX + Math.cos(angle) * movementRadius; self.targetY = ringCenterY + Math.sin(angle) * movementRadius; } else { // Progressively move to the target var moveX = (self.targetX - self.x) / distanceToTarget * self.speed; var moveY = (self.targetY - self.y) / distanceToTarget * self.speed; self.x += moveX; self.y += moveY; } }; self.miniMove = function () { // Mini head movement with added randomness self.head.y = -40 + Math.sin(LK.ticks / 10 + Math.random() * 0.2) * 2; // Mini arm and forearm movement with added randomness self.leftArm.rotation += Math.sin(LK.ticks / 15 + Math.random() * 0.2) * 0.005; self.leftForearm.rotation += Math.sin(LK.ticks / 15 + Math.random() * 0.2) * 0.005; // Add forearm movement self.leftHand.x += Math.sin(LK.ticks / 15 + Math.random() * 0.2) * 0.5; // Add hand movement self.leftHand.rotation += Math.sin(LK.ticks / 15 + Math.random() * 0.2) * 0.005; // Add hand movement self.rightArm.rotation -= Math.sin(LK.ticks / 15 + Math.random() * 0.2) * 0.005; self.rightForearm.rotation -= Math.sin(LK.ticks / 15 + Math.random() * 0.2) * 0.005; // Add forearm movement self.rightHand.x -= Math.sin(LK.ticks / 15 + Math.random() * 0.2) * 0.5; // Add hand movement self.rightHand.rotation -= Math.sin(LK.ticks / 15 + Math.random() * 0.2) * 0.005; // Add hand movement }; }); /****************************************************************************************** */ /************************************* GUARD BUTTON CLASS ********************************** */ /****************************************************************************************** */ var GuardButton = Container.expand(function () { var self = Container.call(this); self.buttonAsset = self.attachAsset('guardButton', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); self.x = game.width / 2; // Position button in the bottom center self.y = game.height - 220; self.down = function (x, y, obj) { // Simulate guard button press self.alpha = 0.5; // Dim the button to indicate it's pressed }; self.up = function (x, y, obj) { // Simulate guard button release self.alpha = 0.8; // Return button opacity back to normal }; }); /****************************************************************************************** */ /************************************* PUNCH BUTTON CLASS ********************************** */ /****************************************************************************************** */ var PunchButton = Container.expand(function () { var self = Container.call(this); self.buttonAsset = self.attachAsset('punchButton', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); 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 triggering punch with left arm player.punch(Math.random() < 0.5); // Randomly choose left or right arm for punching self.width *= 0.9; self.height *= 0.9; }; self.up = function (x, y, obj) { // Simulate button release by triggering punch with right arm self.width /= 0.9; self.height /= 0.9; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ var isPlaying = false; // Initialize ring in the game scene // TODO : Move to a class var ring = game.addChild(LK.getAsset('ring', { x: 1024, y: 1366, anchorX: 0.5, anchorY: 0.5 })); var punchButton = game.addChild(new PunchButton()); var guardButton = game.addChild(new GuardButton()); // 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 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 //opponent.update(); var touchPosition = null; var swipeStart = null; var swipeEnd = null; game.down = function (x, y, obj) { if (!isPlaying) { isPlaying = true; } }; game.move = function (x, y, obj) {}; game.up = function (x, y, obj) {}; // 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(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(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 () { opponent.head.y += 20; // Head returns to normal position }, 500); } };
===================================================================
--- 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..