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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
Code edit (19 edits merged)
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implement the athlete guard action
Code edit (1 edits merged)
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Code edit (1 edits merged)
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Code edit (2 edits merged)
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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
===================================================================
--- original.js
+++ change.js
@@ -3,12 +3,12 @@
****/
/****************************************************************************************** */
/************************************* ATHLETE CLASS ************************************** */
/****************************************************************************************** */
-var Athlete = Container.expand(function (isHuman) {
+var Athlete = Container.expand(function (isPlayer) {
var self = Container.call(this);
self.isPunching = false; // Indicates if the athlete is currently punching
- self.isHuman = isHuman;
+ self.isPlayer = isPlayer;
self.body = new Container();
game.addChild(self.body);
// Define punch distance for punching animation
var punchDistance = 50;
@@ -66,9 +66,9 @@
self.torso = self.body.attachAsset('body', {
anchorX: 0.5,
anchorY: 0.5
});
- self.head = self.body.attachAsset(isHuman ? 'head' : 'head2', {
+ self.head = self.body.attachAsset(isPlayer ? 'head' : 'head2', {
anchorX: 0.5,
anchorY: 0.5,
y: -40
});
@@ -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 ? opponent : player; // Determine target based on whether self is human or enemy
+ var target = self.isPlayer ? opponent : player; // Determine target based on whether self is Player or Opponent
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
@@ -205,8 +205,17 @@
self.width /= 0.9;
self.height /= 0.9;
};
});
+var Ring = Container.expand(function () {
+ var self = Container.call(this);
+ self.ringAsset = self.attachAsset('ring', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.x = 1024; // Center of the screen horizontally
+ self.y = 1366; // Center of the screen vertically
+});
/****
* Initialize Game
****/
@@ -270,18 +279,21 @@
opponent.x = 1024; // Center horizontally
opponent.y = 1066; // Center vertically in the middle of the ring
opponent.rotation = Math.PI * 0.5;
}
+/****************************************************************************************** */
+/************************************** MAIN GAME LOOP ************************************ */
+/****************************************************************************************** */
// 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
+ // Check for collision between player's hand and opponent'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
+ // Calculate opponent's current direction and move back accordingly
+ var opponentDirection = Math.atan2(opponent.y - player.y, opponent.x - player.x);
+ opponent.x += Math.cos(opponentDirection) * 50; // Move opponent back in the x direction of current movement
+ opponent.y += Math.sin(opponentDirection) * 50; // Move opponent 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
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..