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in guard(), also add a deltaY to adjustments array
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add deltaY to the adjustments
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in guard(), also add a deltaY
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in adjustPosition(), simplify by making direction depend on setGuard also
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in adjustPosition(), simplify by defining a direction variable that depends on index and setGuard
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in guard, also Invert deltaR for the second element
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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
/**** * 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) { if (self.isPunching) { return; } 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 += isLeft ? 15 : -15; ; // 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 += isLeft ? -15 : 15; ; // 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; }, 300); }; // Guard function to handle guarding action self.guard = function (setGuard) { // Simplified adjustments for guarding using symmetrical elements var adjustPosition = function adjustPosition(elementPair, deltaX, deltaY, deltaR, setGuard) { elementPair.forEach(function (element, index) { var direction = (index === 0 ? 1 : -1) * (setGuard ? 1 : -1); element.x += deltaX * direction; element.y += deltaY * direction; // Add vertical adjustment element.rotation += deltaR * direction; }); }; // Pair elements for symmetrical adjustments var elementPairs = [[self.leftHand, self.rightHand], [self.leftForearm, self.rightForearm], [self.leftArm, self.rightArm]]; // Adjustments for HAnds, ForeArms and Arms var adjustments = [{ deltaX: 60, deltaY: 0, // Added deltaY for vertical adjustment deltaR: 0.2 }, { deltaX: 30, deltaY: 0, // Added deltaY for vertical adjustment deltaR: 0.2 }, { deltaX: 45, deltaY: 0, // Added deltaY for vertical adjustment deltaR: 0.2 }]; adjustments.forEach(function (adj, index) { return adjustPosition(elementPairs[index], adj.deltaX, adj.deltaR, setGuard); }); self.isGuarding = setGuard; }; // Update player position based on input self.update = function () { if (false && isPlaying) { // TEMP DEBUG !! // 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 () { if (self.isPunching || self.isGuarding) { return; } // 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) { player.guard(true); // Activate guard state for player self.width *= 0.9; self.height *= 0.9; }; self.up = function (x, y, obj) { player.guard(false); self.width /= 0.9; self.height /= 0.9; }; }); /****************************************************************************************** */ /************************************* 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();
===================================================================
--- original.js
+++ change.js
@@ -121,23 +121,29 @@
var adjustPosition = function adjustPosition(elementPair, deltaX, deltaY, deltaR, setGuard) {
elementPair.forEach(function (element, index) {
var direction = (index === 0 ? 1 : -1) * (setGuard ? 1 : -1);
element.x += deltaX * direction;
- element.y += deltaY * direction; // Add deltaY to vertical adjustment
+ element.y += deltaY * direction; // Add vertical adjustment
element.rotation += deltaR * direction;
});
};
// Pair elements for symmetrical adjustments
var elementPairs = [[self.leftHand, self.rightHand], [self.leftForearm, self.rightForearm], [self.leftArm, self.rightArm]];
// Adjustments for HAnds, ForeArms and Arms
var adjustments = [{
deltaX: 60,
+ deltaY: 0,
+ // Added deltaY for vertical adjustment
deltaR: 0.2
}, {
deltaX: 30,
+ deltaY: 0,
+ // Added deltaY for vertical adjustment
deltaR: 0.2
}, {
deltaX: 45,
+ deltaY: 0,
+ // Added deltaY for vertical adjustment
deltaR: 0.2
}];
adjustments.forEach(function (adj, index) {
return adjustPosition(elementPairs[index], adj.deltaX, adj.deltaR, setGuard);
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..