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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();
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..