Code edit (6 edits merged)
Please save this source code
User prompt
in guard() adjustments, handle also width and height (deltaW and deltaH)
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
Code edit (8 edits merged)
Please save this source code
User prompt
in guard(), also add a deltaY to adjustments array
User prompt
add deltaY to the adjustments
User prompt
in guard(), also add a deltaY
Code edit (1 edits merged)
Please save this source code
User prompt
in adjustPosition(), simplify by making direction depend on setGuard also
User prompt
in adjustPosition(), simplify by defining a direction variable that depends on index and setGuard
User prompt
in guard, also Invert deltaR for the second element
User prompt
in gard(), simplify the adjustments as they are symetrical. use an array for elements
User prompt
now in guard(), add adjustments for arms too
User prompt
now refactor the gard() function
User prompt
in guar(), use the deltas in the else block
Code edit (18 edits merged)
Please save this source code
User prompt
simplify guard() function bt defining local variables for the deltas (like handXDelta, handRDelta, forearmXDelta, ....)
Code edit (1 edits merged)
Please save this source code
User prompt
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
User prompt
change the system for guard & guard button: keep athlete in guard state when button is down, restore when button is up
User prompt
in guard() funciton, move the hands ,forearms and hands closer to the center of the torso then restore them when button is released
User prompt
in guard() funciton, move the hands ,forearms and hands closer to the center of the torso
Code edit (19 edits merged)
Please save this source code
User prompt
implement the athlete guard action
/****
* Classes
****/
/****************************************************************************************** */
/************************************* ATHLETE CLASS ************************************** */
/****************************************************************************************** */
var Athlete = Container.expand(function (isPlayer) {
var self = Container.call(this);
self.isPunching = false; // Indicates if the athlete is currently punching
self.isPlayer = isPlayer;
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(isPlayer ? 'hand' : 'hand2', {
anchorX: 0.5,
anchorY: 0.5,
x: isPlayer ? -110 : -120,
y: isPlayer ? -250 : -245,
width: 80,
height: 180,
rotation: isPlayer ? -Math.PI * 0.05 : -Math.PI * 0.17
});
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(isPlayer ? 'hand' : 'hand2', {
anchorX: 0.5,
anchorY: 0.5,
x: isPlayer ? 110 : 120,
y: isPlayer ? -250 : -245,
scaleX: -1,
width: 80,
height: 180,
rotation: isPlayer ? Math.PI * 0.05 : Math.PI * 0.17
});
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(isPlayer ? '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.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
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 = 400; // Position button in the bottom center
self.y = game.height - 350;
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) {
// Trigger guard action for player
player.guard();
// 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 - 400; // Position button on the bottom right
self.y = game.height - 350;
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;
};
});
/****************************************************************************************** */
/**************************************** RING CLASS ************************************** */
/****************************************************************************************** */
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 - self.height / 6; // Center of the screen vertically
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
/****************************************************************************************** */
/************************************** GLOBAL VARIABLES ********************************** */
/****************************************************************************************** */
var isPlaying = false;
var ring;
var punchButton;
var guardButton;
var player;
var opponent;
var touchPosition = null;
var swipeStart = null;
var swipeEnd = null;
var isDebug = false;
/****************************************************************************************** */
/*********************************** UTILITY FUNCTIONS ************************************ */
/****************************************************************************************** */
function log() {
if (isDebug) {
var _console;
(_console = console).log.apply(_console, arguments);
}
}
/****************************************************************************************** */
/************************************** INPUT HANDLERS ************************************ */
/****************************************************************************************** */
game.down = function (x, y, obj) {
if (!isPlaying) {
isPlaying = true;
}
};
game.move = function (x, y, obj) {};
game.up = function (x, y, obj) {};
/****************************************************************************************** */
/************************************ GAME INITIALIZE ************************************* */
/****************************************************************************************** */
function gameInitialize() {
log("Game initialize...");
// Initialize Ring
ring = game.addChild(new Ring());
punchButton = game.addChild(new PunchButton());
guardButton = game.addChild(new GuardButton());
// Initialize Player
player = game.addChild(new Athlete(true));
player.x = 1024; // Center horizontally
player.y = game.height * 0.55; // Position towards the bottom
// Initialize Opponent
opponent = game.addChild(new Athlete());
opponent.x = 1024; // Center horizontally
opponent.y = game.height * 0.2; // 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 opponent's head
if (player.isPunching && (player.leftHand.intersects(opponent.torso) || player.rightHand.intersects(opponent.torso))) {
// Player hit reaction: head goes back, flash screen red
// 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
}, 500);
}
};
gameInitialize();
// Guard function to handle guarding action
self.guard = function () {
self.isGuarding = true;
// Increase the scale of arms to simulate guarding
self.leftArm.scaleX = self.leftArm.scaleY = 1.2;
self.rightArm.scaleX = self.rightArm.scaleY = 1.2;
self.leftForearm.scaleX = self.leftForearm.scaleY = 1.2;
self.rightForearm.scaleX = self.rightForearm.scaleY = 1.2;
// Move arms closer to face to simulate guarding position
self.leftArm.x -= 20;
self.rightArm.x += 20;
LK.setTimeout(function () {
// Reset arm scale and position after guarding
self.leftArm.scaleX = self.leftArm.scaleY = 1;
self.rightArm.scaleX = self.rightArm.scaleY = 1;
self.leftForearm.scaleX = self.leftForearm.scaleY = 1;
self.rightForearm.scaleX = self.rightForearm.scaleY = 1;
self.leftArm.x += 20;
self.rightArm.x -= 20;
self.isGuarding = false;
}, 500); // Guarding lasts for 0.5 seconds
};
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..