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in self.punch(), fix the setTimeout scopes problem
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Please fix the bug: 'ReferenceError: fasle is not defined' in or related to this line: 'if (fasle && isPlaying) {' Line Number: 211
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in handleHit, fix Head & torso back movement timout scope problem with
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in handleHit, when !defenser.isGuarding, flash the defenser in red
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in handleHit, if defenser isn't withinLimits, move the attacker back
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in handleHit, use the ring border properties to check if within borders
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in Ring class, replace the limits array, by properties : leftBorder, rightBorder, topBorder and bottomBorder
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now, in handleHit(), check if newX and newY are out of ring's limits
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store the following coordinates as ring limits properties in ring class : [300,200], [1800,200], [300,1750], [1800,1750]
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Please fix the bug: 'ReferenceError: target is not defined' in or related to this line: 'self.targetX = target.x;' Line Number: 223
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factorize punch() function by using the deltas method
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/**** 
* 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) {
		log("self.punch: " + 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;
		self.setPosture(idlePosture);
		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) {
		log("self.guard: " + setGuard);
		self.isGuarding = setGuard;
		if (setGuard) {
			self.setPosture(idlePosture);
		}
		// Simplified adjustments for guarding using symmetrical elements
		var adjustPosition = function adjustPosition(elementPair, deltaX, deltaY, deltaR, deltaW, deltaH, setGuard) {
			elementPair.forEach(function (element, index) {
				var directionH = (index === 0 ? 1 : -1) * (setGuard ? 1 : -1);
				var directionV = setGuard ? 1 : -1;
				element.x += deltaX * directionH;
				element.y += deltaY * directionV; // Add vertical adjustment
				element.rotation += deltaR * directionH;
				element.width += deltaW * directionH; // Add width adjustment
				element.height += deltaH * directionV; // Add height adjustment
			});
		};
		// 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: 65,
			deltaY: 90,
			deltaW: 0,
			deltaH: 0,
			deltaR: 0.35
		}, {
			deltaX: 30,
			deltaY: 60,
			deltaW: 0,
			deltaH: 0,
			deltaR: 0.2
		}, {
			deltaX: 50,
			deltaY: 10,
			deltaW: 0,
			deltaH: 0,
			deltaR: 0.4
		}];
		adjustments.forEach(function (adj, index) {
			return adjustPosition(elementPairs[index], adj.deltaX, adj.deltaY, adj.deltaR, setGuard);
		});
		if (!setGuard) {
			self.setPosture(idlePosture);
		}
	};
	// 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
	};
	self.setPosture = function (targetPosture) {
		if (targetPosture == null) {
			return;
		}
		log("self.setPosture: " + targetPosture.name);
		// Torso
		self.torso.x = targetPosture.torso.x;
		self.torso.y = targetPosture.torso.y;
		self.torso.width = targetPosture.torso.w;
		self.torso.height = targetPosture.torso.h;
		self.torso.rotation = targetPosture.torso.r;
		// Head
		self.head.x = targetPosture.head.x;
		self.head.y = targetPosture.head.y;
		self.head.width = targetPosture.head.w;
		self.head.height = targetPosture.head.h;
		self.head.rotation = targetPosture.head.r;
		// Left Arm
		self.leftArm.x = targetPosture.leftArm.x;
		self.leftArm.y = targetPosture.leftArm.y;
		self.leftArm.width = targetPosture.leftArm.w;
		self.leftArm.height = targetPosture.leftArm.h;
		self.leftArm.rotation = targetPosture.leftArm.r;
		// Right Arm
		self.rightArm.x = targetPosture.rightArm.x;
		self.rightArm.y = targetPosture.rightArm.y;
		self.rightArm.width = targetPosture.rightArm.w;
		self.rightArm.height = targetPosture.rightArm.h;
		self.rightArm.rotation = targetPosture.rightArm.r;
		// Left Forearm
		self.leftForearm.x = targetPosture.leftForearm.x;
		self.leftForearm.y = targetPosture.leftForearm.y;
		self.leftForearm.width = targetPosture.leftForearm.w;
		self.leftForearm.height = targetPosture.leftForearm.h;
		self.leftForearm.rotation = targetPosture.leftForearm.r;
		// Right Forearm
		self.rightForearm.x = targetPosture.rightForearm.x;
		self.rightForearm.y = targetPosture.rightForearm.y;
		self.rightForearm.width = targetPosture.rightForearm.w;
		self.rightForearm.height = targetPosture.rightForearm.h;
		self.rightForearm.rotation = targetPosture.rightForearm.r;
		// Left Hand
		self.leftHand.x = targetPosture.leftHand.x;
		self.leftHand.y = targetPosture.leftHand.y;
		self.leftHand.width = targetPosture.leftHand.w;
		self.leftHand.height = targetPosture.leftHand.h;
		self.leftHand.rotation = targetPosture.leftHand.r;
		// Right Hand
		self.rightHand.x = targetPosture.rightHand.x;
		self.rightHand.y = targetPosture.rightHand.y;
		self.rightHand.width = targetPosture.rightHand.w;
		self.rightHand.height = targetPosture.rightHand.h;
		self.rightHand.rotation = targetPosture.rightHand.r;
	};
});
/****************************************************************************************** */ 
/************************************* 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 = true;
/****************************************************************************************** */ 
/************************************** POSTURES ****************************************** */
/****************************************************************************************** */ 
var idlePosture = {
	name: "idlePosture",
	// Left Arm
	leftForearm: {
		x: -110,
		y: -125,
		w: 80,
		h: 120,
		r: -Math.PI * 0.2
	},
	leftHand: {
		x: -110,
		y: -250,
		w: 80,
		h: 180,
		r: -Math.PI * 0.05
	},
	leftArm: {
		x: -120,
		y: -120,
		w: 80,
		h: 150,
		r: 0
	},
	// Right Arm
	rightForearm: {
		x: 110,
		y: -125,
		w: 80,
		h: 120,
		r: Math.PI * 0.2
	},
	rightHand: {
		x: 110,
		y: -250,
		w: 80,
		h: 180,
		r: Math.PI * 0.05
	},
	rightArm: {
		x: 120,
		y: -120,
		w: 80,
		h: 150,
		r: 0
	},
	torso: {
		x: 0,
		y: 0,
		w: 300,
		h: 150,
		r: 0
	},
	head: {
		x: 0,
		y: -40,
		w: 150,
		h: 190,
		r: 0
	}
	/*
	trunk: {
	x: 0,
	y: 0,
	r: 0
	},
	head: {
	x: 0,
	y: 0,
	r: 0
	},
	rightArm: {
	x: 20,
	y: -80,
	r: Math.PI * 2 * -0.025
	},
	leftArm: {
	x: -20,
	y: -80,
	r: Math.PI * 2 * 0.025
	},
	rightLeg: {
	x: 5,
	y: 100,
	h: 200,
	r: Math.PI * 2 * -0.025
	},
	leftLeg: {
	x: -5,
	y: 100,
	h: 200,
	r: Math.PI * 2 * 0.025
	},
	shadow: {
	x: 0,
	y: 300,
	h: 100,
	r: 0
	}
	*/
};
/****************************************************************************************** */ 
/*********************************** 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(); /**** 
* 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) {
		log("self.punch: " + 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;
		self.setPosture(idlePosture);
		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) {
		log("self.guard: " + setGuard);
		self.isGuarding = setGuard;
		if (setGuard) {
			self.setPosture(idlePosture);
		}
		// Simplified adjustments for guarding using symmetrical elements
		var adjustPosition = function adjustPosition(elementPair, deltaX, deltaY, deltaR, deltaW, deltaH, setGuard) {
			elementPair.forEach(function (element, index) {
				var directionH = (index === 0 ? 1 : -1) * (setGuard ? 1 : -1);
				var directionV = setGuard ? 1 : -1;
				element.x += deltaX * directionH;
				element.y += deltaY * directionV; // Add vertical adjustment
				element.rotation += deltaR * directionH;
				element.width += deltaW * directionH; // Add width adjustment
				element.height += deltaH * directionV; // Add height adjustment
			});
		};
		// 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: 65,
			deltaY: 90,
			deltaW: 0,
			deltaH: 0,
			deltaR: 0.35
		}, {
			deltaX: 30,
			deltaY: 60,
			deltaW: 0,
			deltaH: 0,
			deltaR: 0.2
		}, {
			deltaX: 50,
			deltaY: 10,
			deltaW: 0,
			deltaH: 0,
			deltaR: 0.4
		}];
		adjustments.forEach(function (adj, index) {
			return adjustPosition(elementPairs[index], adj.deltaX, adj.deltaY, adj.deltaR, setGuard);
		});
		if (!setGuard) {
			self.setPosture(idlePosture);
		}
	};
	// 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
	};
	self.setPosture = function (targetPosture) {
		if (targetPosture == null) {
			return;
		}
		log("self.setPosture: " + targetPosture.name);
		// Torso
		self.torso.x = targetPosture.torso.x;
		self.torso.y = targetPosture.torso.y;
		self.torso.width = targetPosture.torso.w;
		self.torso.height = targetPosture.torso.h;
		self.torso.rotation = targetPosture.torso.r;
		// Head
		self.head.x = targetPosture.head.x;
		self.head.y = targetPosture.head.y;
		self.head.width = targetPosture.head.w;
		self.head.height = targetPosture.head.h;
		self.head.rotation = targetPosture.head.r;
		// Left Arm
		self.leftArm.x = targetPosture.leftArm.x;
		self.leftArm.y = targetPosture.leftArm.y;
		self.leftArm.width = targetPosture.leftArm.w;
		self.leftArm.height = targetPosture.leftArm.h;
		self.leftArm.rotation = targetPosture.leftArm.r;
		// Right Arm
		self.rightArm.x = targetPosture.rightArm.x;
		self.rightArm.y = targetPosture.rightArm.y;
		self.rightArm.width = targetPosture.rightArm.w;
		self.rightArm.height = targetPosture.rightArm.h;
		self.rightArm.rotation = targetPosture.rightArm.r;
		// Left Forearm
		self.leftForearm.x = targetPosture.leftForearm.x;
		self.leftForearm.y = targetPosture.leftForearm.y;
		self.leftForearm.width = targetPosture.leftForearm.w;
		self.leftForearm.height = targetPosture.leftForearm.h;
		self.leftForearm.rotation = targetPosture.leftForearm.r;
		// Right Forearm
		self.rightForearm.x = targetPosture.rightForearm.x;
		self.rightForearm.y = targetPosture.rightForearm.y;
		self.rightForearm.width = targetPosture.rightForearm.w;
		self.rightForearm.height = targetPosture.rightForearm.h;
		self.rightForearm.rotation = targetPosture.rightForearm.r;
		// Left Hand
		self.leftHand.x = targetPosture.leftHand.x;
		self.leftHand.y = targetPosture.leftHand.y;
		self.leftHand.width = targetPosture.leftHand.w;
		self.leftHand.height = targetPosture.leftHand.h;
		self.leftHand.rotation = targetPosture.leftHand.r;
		// Right Hand
		self.rightHand.x = targetPosture.rightHand.x;
		self.rightHand.y = targetPosture.rightHand.y;
		self.rightHand.width = targetPosture.rightHand.w;
		self.rightHand.height = targetPosture.rightHand.h;
		self.rightHand.rotation = targetPosture.rightHand.r;
	};
});
/****************************************************************************************** */ 
/************************************* 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 = true;
/****************************************************************************************** */ 
/************************************** POSTURES ****************************************** */
/****************************************************************************************** */ 
var idlePosture = {
	name: "idlePosture",
	// Left Arm
	leftForearm: {
		x: -110,
		y: -125,
		w: 80,
		h: 120,
		r: -Math.PI * 0.2
	},
	leftHand: {
		x: -110,
		y: -250,
		w: 80,
		h: 180,
		r: -Math.PI * 0.05
	},
	leftArm: {
		x: -120,
		y: -120,
		w: 80,
		h: 150,
		r: 0
	},
	// Right Arm
	rightForearm: {
		x: 110,
		y: -125,
		w: 80,
		h: 120,
		r: Math.PI * 0.2
	},
	rightHand: {
		x: 110,
		y: -250,
		w: 80,
		h: 180,
		r: Math.PI * 0.05
	},
	rightArm: {
		x: 120,
		y: -120,
		w: 80,
		h: 150,
		r: 0
	},
	torso: {
		x: 0,
		y: 0,
		w: 300,
		h: 150,
		r: 0
	},
	head: {
		x: 0,
		y: -40,
		w: 150,
		h: 190,
		r: 0
	}
	/*
	trunk: {
	x: 0,
	y: 0,
	r: 0
	},
	head: {
	x: 0,
	y: 0,
	r: 0
	},
	rightArm: {
	x: 20,
	y: -80,
	r: Math.PI * 2 * -0.025
	},
	leftArm: {
	x: -20,
	y: -80,
	r: Math.PI * 2 * 0.025
	},
	rightLeg: {
	x: 5,
	y: 100,
	h: 200,
	r: Math.PI * 2 * -0.025
	},
	leftLeg: {
	x: -5,
	y: 100,
	h: 200,
	r: Math.PI * 2 * 0.025
	},
	shadow: {
	x: 0,
	y: 300,
	h: 100,
	r: 0
	}
	*/
};
/****************************************************************************************** */ 
/*********************************** 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();
:quality(85)/https://cdn.frvr.ai/662a0f47d12deffd20bdefde.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/662a1185d12deffd20bdf011.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/662a1f6bd12deffd20bdf048.png%3F3) 
 clear
:quality(85)/https://cdn.frvr.ai/662aa70bd12deffd20bdf20b.png%3F3) 
 basic light gray convex round button with a red boxing glove icon. UI
:quality(85)/https://cdn.frvr.ai/662bd20a2a3743913629ff56.png%3F3) 
 Un gant de boxe bleu vu de dessus. video game
:quality(85)/https://cdn.frvr.ai/662be3d9fb7ae1a097893247.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/662bed78fb7ae1a0978932c7.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/662dd603fb7ae1a09789347b.png%3F3) 
 basic light round convex gray button with a raised blue shield icon.. UI
:quality(85)/https://cdn.frvr.ai/662dda89fb7ae1a0978934be.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/662e09944b4b64dc0512b734.png%3F3) 
 un Γ©clair. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/662e11a64b4b64dc0512b782.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/662e7e202a374391362a04ba.png%3F3) 
 remove
:quality(85)/https://cdn.frvr.ai/662e82832a374391362a051d.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/662fe0c0fb7ae1a0978937e3.png%3F3) 
 a basic white heart.. game icon
:quality(85)/https://cdn.frvr.ai/66307fe34b4b64dc0512b9c0.png%3F3) 
 A boxer has lost the match..
:quality(85)/https://cdn.frvr.ai/663082474b4b64dc0512ba04.png%3F3) 
 man boxer with red gloves is KO on the ring..