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Please fix the bug: 'TypeError: self.gard is not a function' in or related to this line: 'self.gard(true);' Line Number: 360
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Please fix the bug: 'TypeError: self.gard is not a function' in or related to this line: 'self.gard(true);' Line Number: 352
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Please fix the bug: 'TypeError: target is undefined' in or related to this line: 'self.targetX = target.x;' Line Number: 370
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in thinkAboutTarget, when self.energy < 15, select a corner far from the other player
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Please fix the bug: 'TypeError: opponent.isPunching is not a function' in or related to this line: 'if (opponent.isPunching(opponent.leftHand.intersects(player.torso) || opponent.rightHand.intersects(player.torso))) {' Line Number: 860
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in handleHit, fix the scope problem for members in the settimeout
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in handleHit, also use members array for the restoration of the positions
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in handleHit, move the members back in the setTimout function
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in handleHit, use members array to determine which members to move back and forth
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Please fix the bug: 'ReferenceError: guardLevel is not defined' in or related to this line: 'if (guardLevel > 25) {' Line Number: 360
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add the opponent health bar at the top of the screen
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in handleHitImpact when KO call game over
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/**** * Classes ****/ /****************************************************************************************** */ /************************************* ATHLETE CLASS ************************************** */ /****************************************************************************************** */ var Athlete = Container.expand(function (isPlayer) { var self = Container.call(this); self.isPlayer = isPlayer; self.isPunching = false; // Indicates if the athlete is currently punching self.isFighting = false; self.isHit = false; self.isTouched = false; self.energy = 100; self.health = 100; self.basePunchEnergy = 2; // Punch cost in energy self.currentPunchEnergy = 2; // Punch cost in energy self.punchCount = 0; // Initialize punch count self.lastPunchTime = 0; // Timestamp of the last punch self.body = new Container(); game.addChild(self.body); var punchDistance = 60; // Define punch distance for punching animation var attackDistance = 500; self.targetX = self.targetX || 1024; // Default target X self.targetY = self.targetY || 1366; // Default target Y // 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('hand', { anchorX: 0.5, anchorY: 0.5, x: -100, y: -250, width: 90, height: 180, rotation: -Math.PI * 0.05, tint: isPlayer ? 0xFFFFFF : 0x33CCFF }); 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('hand', { anchorX: 0.5, anchorY: 0.5, x: 100, y: -250, scaleX: -1, width: 90, height: 180, rotation: Math.PI * 0.05, tint: isPlayer ? 0xFFFFFF : 0x33CCFF }); 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, x: 0, 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; } if (self.energy <= 0) { return; } // Calculate time difference since last punch var currentTime = Date.now(); var timeDiff = currentTime - self.lastPunchTime; // If punches are within 1 second, increase punch count, else reset if (timeDiff <= 1000) { self.punchCount++; } else { self.punchCount = 1; self.currentPunchEnergy = self.basePunchEnergy; } // Update last punch time self.lastPunchTime = currentTime; // Adjust currentPunchEnergy based on punchCount self.currentPunchEnergy = self.basePunchEnergy * self.punchCount; self.energy = Math.max(0, self.energy - self.currentPunchEnergy); log("self.punchCount => " + self.punchCount, "self.currentPunchEnergy => " + self.currentPunchEnergy); if (self.isPlayer) { playerEnergyBar.updateEnergy(self.energy); } var arm = isLeft ? self.leftArm : self.rightArm; var forearm = isLeft ? self.leftForearm : self.rightForearm; var hand = isLeft ? self.leftHand : self.rightHand; // Refactored punch animation logic using deltas method self.isPunching = true; self.setPosture(idlePosture); var deltas = { arm: { height: punchDistance, x: 15 * (isLeft ? 1 : -1), y: -punchDistance }, forearm: { height: punchDistance, x: 22 * (isLeft ? 1 : -1), y: -punchDistance * 1.5, rotation: isLeft ? 0.6 : -0.6 }, hand: { x: 80 * (isLeft ? 1 : -1), y: -punchDistance * 1.5, rotation: isLeft ? 0.4 : -0.4 }, head: { x: isLeft ? 15 : -15, width: -0.05, height: 0.05, rotation: isLeft ? 0.1 : -0.1 } }; // Apply deltas for punch animation (function (arm, forearm, hand, head) { LK.setTimeout(function () { applyDeltas(arm, deltas.arm); applyDeltas(forearm, deltas.forearm); applyDeltas(hand, deltas.hand); applyDeltas(head, deltas.head); }, 10); })(arm, forearm, hand, self.head); (function (arm, forearm, hand, head) { LK.setTimeout(function () { applyDeltas(arm, reverseDeltas(deltas.arm)); applyDeltas(forearm, reverseDeltas(deltas.forearm)); applyDeltas(hand, reverseDeltas(deltas.hand)); applyDeltas(head, reverseDeltas(deltas.head)); self.isPunching = false; }, 200); })(arm, forearm, hand, self.head); function applyDeltas(element, deltas) { for (var key in deltas) { element[key] += deltas[key]; } } function reverseDeltas(deltas) { var reversed = {}; for (var key in deltas) { reversed[key] = -deltas[key]; } return reversed; } }; // Guard function to handle guarding action self.guard = function (setGuard) { log("self.guard: " + setGuard); if (self.isGuarding === setGuard) { return; } self.energy = 100; if (self.isPlayer) { playerEnergyBar.updateEnergy(self.energy); } self.isGuarding = setGuard; if (setGuard) { self.setPosture(idlePosture); self.head.height *= 0.95; } // Simplified adjustments for guarding using symmetrical elements var adjustPosition = function adjustPosition(elementPair, deltaX, deltaY, deltaW, deltaH, deltaR, 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 * directionV; // 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: 15, deltaH: 15, 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.deltaW, adj.deltaH, adj.deltaR, setGuard); }); if (!setGuard) { self.setPosture(idlePosture); } }; // Update player position based on input self.update = function () { if (isPlaying) { self[self.isPlayer ? 'mainPlayerMove' : 'mainAiMove'](); } // 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.mainPlayerMove = function () { var target = opponent; }; self.mainAiMove = function () { // AI Move var target = player; self.targetX = target.x; self.targetY = target.y; // 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 < attackDistance) { self.isInAttackRange = true; //self.guard(false); self.aiFight(); } 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.guard(true); } }; self.aiFight = function () { if (LK.ticks % 33 == 0 && !self.isPunching && !self.isFighting) { self.punch(Math.random() < 0.5); // Punch during 2sec LK.setTimeout(function () { self.isFighting = true; // Stop durring 2 sec LK.setTimeout(function () { self.isFighting = false; }, 4000 - 2000 * Math.random()); }, 4000 - 2000 * Math.random()); } }; self.miniMove = function () { if (self.isPunching || self.isGuarding || self.isHit) { 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; }; }); /****************************************************************************************** */ /************************************* ENERGY BAR CLASS ********************************** */ /****************************************************************************************** */ var EnergyBar = Container.expand(function (maxEnergy) { var self = Container.call(this); self.maxEnergy = maxEnergy; self.currentEnergy = maxEnergy; // Background of the energy bar self.frame = self.attachAsset('energyBarBackground', { anchorX: 0.5, anchorY: 0.5 }); self.energyGradiant = self.attachAsset('energyBar', { anchorX: 0.5, anchorY: 1, y: self.frame.height / 2 - 30 }); // Fill of the energy bar self.fill = self.attachAsset('energyBarFill', { anchorX: 0.50, anchorY: 0, x: 0, y: -self.frame.height / 2 + 25, height: 0, visible: true }); // Lightning icon above the energy bar self.lightningIcon = self.attachAsset('lightning', { anchorX: 0.5, anchorY: 1, x: 0, y: -self.energyGradiant.height / 2 - 50 // Position above the energy bar }); // Update the energy bar display self.updateEnergy = function (energy) { self.currentEnergy = energy; var fillSize = Math.max(0, self.maxEnergy - self.currentEnergy) / self.maxEnergy * (self.energyGradiant.height + 6); self.fill.height = fillSize; }; }); /****************************************************************************************** */ /************************************* 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 = 600; self.height = 600; }; }); /****************************************************************************************** */ /************************************* HEALTH BAR CLASS *********************************** */ /****************************************************************************************** */ var HealthBar = Container.expand(function (maxHealth) { var self = Container.call(this); self.maxHealth = maxHealth; self.currentHealth = maxHealth; // Frame of the health bar self.frame = self.attachAsset('healthBarFrame', { anchorX: 0.5, anchorY: 0.5 }); // Fill of the health bar self.fill = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5, x: -self.frame.width / 2 + 10, y: 0, width: self.frame.width // Padding for the health bar fill }); self.icon = self.attachAsset('healthIcon', { anchorX: 0.5, anchorY: 0.5, x: -self.frame.width / 2 - 40 }); // Update the health bar display self.updateHealth = function (health) { self.currentHealth = health; var fillWidth = Math.max(0, self.currentHealth) / self.maxHealth * (self.frame.width - 10); self.fill.width = fillWidth; }; self.updateHealth(100); }); /****************************************************************************************** */ /************************************* 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 = 600; self.height = 600; }; }); /****************************************************************************************** */ /**************************************** RING CLASS ************************************** */ /****************************************************************************************** */ var Ring = Container.expand(function () { var self = Container.call(this); self.leftBorder = 300; self.rightBorder = 1800; self.topBorder = 200; self.bottomBorder = 1750; 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 playerEnergyBar = null; var isDebug = true; var debugMarker; /****************************************************************************************** */ /************************************** 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: 90, 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 } }; /****************************************************************************************** */ /*********************************** 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; // Add the energy bar on the left // Initialize Energy Bar for Player playerEnergyBar = game.addChild(new EnergyBar(100)); playerEnergyBar.x = game.width - 75; // Position energy bar on the left side playerEnergyBar.y = game.height * 0.4; // Position towards the top var playerHealthBar = game.addChild(new HealthBar(100)); playerHealthBar.x = 1024; playerHealthBar.y = 1960; if (isDebug) { // Debug Marker debugMarker = LK.getAsset('debugMarker', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(debugMarker); debugMarker.x = 1800; debugMarker.y = 1750; } } /****************************************************************************************** */ /************************************* GAME FUNCTIONS ************************************* */ /****************************************************************************************** */ function handleHit(attacker, defender) { defender.isHit = true; defender.isTouched = !defender.isGuarding; var backDelta = defender.isGuarding ? 2 : 50; var backHeadDelta = defender.isGuarding ? 1 : 4; // Player hit reaction: head goes back, flash screen red // Calculate defender's current direction and move back accordingly var defenderDirection = Math.atan2(defender.y - attacker.y, defender.x - attacker.x); // Move defender back var newX = defender.x + Math.cos(defenderDirection) * backDelta; var newY = defender.y + Math.sin(defenderDirection) * backDelta; // Check if newX and newY are within ring's borders var withinLimits = newX >= ring.leftBorder && newX <= ring.rightBorder && newY >= ring.topBorder && newY <= ring.bottomBorder; log("Is in ring ?", withinLimits); if (withinLimits) { defender.x = newX; // Move defender back in the x direction of current movement defender.y = newY; // Move defender back in the y direction of current movement } else { // If out of limits, move attacker back instead /* var attackerDirection = Math.atan2(attacker.y - defender.y, attacker.x - defender.x); attacker.x += Math.cos(attackerDirection) * backDelta; attacker.y += Math.sin(attackerDirection) * backDelta; */ } var flashColor = defender.isGuarding ? 0xcccccc : 0xFF0000; if (defender.isGuarding) { LK.effects.flashObject(defender.leftHand, flashColor, 100); // Flash the defender LK.effects.flashObject(defender.rightHand, flashColor, 100); // Flash the defender } else { LK.effects.flashObject(defender.head, flashColor, 100); // Flash the defender LK.effects.flashObject(defender.torso, flashColor, 100); // Flash the defender } LK.effects.flashObject(defender.leftArm, flashColor, 100); // Flash the defender LK.effects.flashObject(defender.leftForearm, flashColor, 100); // Flash the defender LK.effects.flashObject(defender.rightArm, flashColor, 100); // Flash the defender LK.effects.flashObject(defender.rightForearm, flashColor, 100); // Flash the defender // Head back movement defender.head.x += 2.5 * Math.cos(defenderDirection) * backHeadDelta; // Head returns to normal position defender.head.y += 2.5 * Math.sin(defenderDirection) * backHeadDelta; // Head returns to normal position defender.torso.x += Math.cos(defenderDirection) * backHeadDelta; // Head returns to normal position defender.torso.y += Math.sin(defenderDirection) * backHeadDelta; // Head returns to normal position (function (defender, defenderDirection, backHeadDelta) { LK.setTimeout(function () { defender.head.x -= 2.5 * Math.cos(defenderDirection) * backHeadDelta; // Head returns to normal position defender.head.y -= 2.5 * Math.sin(defenderDirection) * backHeadDelta; // Head returns to normal position defender.torso.x -= Math.cos(defenderDirection) * backHeadDelta; // Head returns to normal position defender.torso.y -= Math.sin(defenderDirection) * backHeadDelta; // Head returns to normal position defender.isHit = false; if (!defender.isGuarding) { defender.setPosture(idlePosture); } }, 500); })(defender, defenderDirection, backHeadDelta); } /****************************************************************************************** */ /************************************** 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))) { handleHit(player, opponent); /* // 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); */ } if (opponent.isPunching && (opponent.leftHand.intersects(player.torso) || opponent.rightHand.intersects(player.torso))) { handleHit(opponent, player); } }; gameInitialize();
/****
* Classes
****/
/****************************************************************************************** */
/************************************* ATHLETE CLASS ************************************** */
/****************************************************************************************** */
var Athlete = Container.expand(function (isPlayer) {
var self = Container.call(this);
self.isPlayer = isPlayer;
self.isPunching = false; // Indicates if the athlete is currently punching
self.isFighting = false;
self.isHit = false;
self.isTouched = false;
self.energy = 100;
self.health = 100;
self.basePunchEnergy = 2; // Punch cost in energy
self.currentPunchEnergy = 2; // Punch cost in energy
self.punchCount = 0; // Initialize punch count
self.lastPunchTime = 0; // Timestamp of the last punch
self.body = new Container();
game.addChild(self.body);
var punchDistance = 60; // Define punch distance for punching animation
var attackDistance = 500;
self.targetX = self.targetX || 1024; // Default target X
self.targetY = self.targetY || 1366; // Default target Y
// 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('hand', {
anchorX: 0.5,
anchorY: 0.5,
x: -100,
y: -250,
width: 90,
height: 180,
rotation: -Math.PI * 0.05,
tint: isPlayer ? 0xFFFFFF : 0x33CCFF
});
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('hand', {
anchorX: 0.5,
anchorY: 0.5,
x: 100,
y: -250,
scaleX: -1,
width: 90,
height: 180,
rotation: Math.PI * 0.05,
tint: isPlayer ? 0xFFFFFF : 0x33CCFF
});
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,
x: 0,
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;
}
if (self.energy <= 0) {
return;
}
// Calculate time difference since last punch
var currentTime = Date.now();
var timeDiff = currentTime - self.lastPunchTime;
// If punches are within 1 second, increase punch count, else reset
if (timeDiff <= 1000) {
self.punchCount++;
} else {
self.punchCount = 1;
self.currentPunchEnergy = self.basePunchEnergy;
}
// Update last punch time
self.lastPunchTime = currentTime;
// Adjust currentPunchEnergy based on punchCount
self.currentPunchEnergy = self.basePunchEnergy * self.punchCount;
self.energy = Math.max(0, self.energy - self.currentPunchEnergy);
log("self.punchCount => " + self.punchCount, "self.currentPunchEnergy => " + self.currentPunchEnergy);
if (self.isPlayer) {
playerEnergyBar.updateEnergy(self.energy);
}
var arm = isLeft ? self.leftArm : self.rightArm;
var forearm = isLeft ? self.leftForearm : self.rightForearm;
var hand = isLeft ? self.leftHand : self.rightHand;
// Refactored punch animation logic using deltas method
self.isPunching = true;
self.setPosture(idlePosture);
var deltas = {
arm: {
height: punchDistance,
x: 15 * (isLeft ? 1 : -1),
y: -punchDistance
},
forearm: {
height: punchDistance,
x: 22 * (isLeft ? 1 : -1),
y: -punchDistance * 1.5,
rotation: isLeft ? 0.6 : -0.6
},
hand: {
x: 80 * (isLeft ? 1 : -1),
y: -punchDistance * 1.5,
rotation: isLeft ? 0.4 : -0.4
},
head: {
x: isLeft ? 15 : -15,
width: -0.05,
height: 0.05,
rotation: isLeft ? 0.1 : -0.1
}
};
// Apply deltas for punch animation
(function (arm, forearm, hand, head) {
LK.setTimeout(function () {
applyDeltas(arm, deltas.arm);
applyDeltas(forearm, deltas.forearm);
applyDeltas(hand, deltas.hand);
applyDeltas(head, deltas.head);
}, 10);
})(arm, forearm, hand, self.head);
(function (arm, forearm, hand, head) {
LK.setTimeout(function () {
applyDeltas(arm, reverseDeltas(deltas.arm));
applyDeltas(forearm, reverseDeltas(deltas.forearm));
applyDeltas(hand, reverseDeltas(deltas.hand));
applyDeltas(head, reverseDeltas(deltas.head));
self.isPunching = false;
}, 200);
})(arm, forearm, hand, self.head);
function applyDeltas(element, deltas) {
for (var key in deltas) {
element[key] += deltas[key];
}
}
function reverseDeltas(deltas) {
var reversed = {};
for (var key in deltas) {
reversed[key] = -deltas[key];
}
return reversed;
}
};
// Guard function to handle guarding action
self.guard = function (setGuard) {
log("self.guard: " + setGuard);
if (self.isGuarding === setGuard) {
return;
}
self.energy = 100;
if (self.isPlayer) {
playerEnergyBar.updateEnergy(self.energy);
}
self.isGuarding = setGuard;
if (setGuard) {
self.setPosture(idlePosture);
self.head.height *= 0.95;
}
// Simplified adjustments for guarding using symmetrical elements
var adjustPosition = function adjustPosition(elementPair, deltaX, deltaY, deltaW, deltaH, deltaR, 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 * directionV; // 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: 15,
deltaH: 15,
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.deltaW, adj.deltaH, adj.deltaR, setGuard);
});
if (!setGuard) {
self.setPosture(idlePosture);
}
};
// Update player position based on input
self.update = function () {
if (isPlaying) {
self[self.isPlayer ? 'mainPlayerMove' : 'mainAiMove']();
}
// 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.mainPlayerMove = function () {
var target = opponent;
};
self.mainAiMove = function () {
// AI Move
var target = player;
self.targetX = target.x;
self.targetY = target.y;
// 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 < attackDistance) {
self.isInAttackRange = true;
//self.guard(false);
self.aiFight();
} 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.guard(true);
}
};
self.aiFight = function () {
if (LK.ticks % 33 == 0 && !self.isPunching && !self.isFighting) {
self.punch(Math.random() < 0.5);
// Punch during 2sec
LK.setTimeout(function () {
self.isFighting = true;
// Stop durring 2 sec
LK.setTimeout(function () {
self.isFighting = false;
}, 4000 - 2000 * Math.random());
}, 4000 - 2000 * Math.random());
}
};
self.miniMove = function () {
if (self.isPunching || self.isGuarding || self.isHit) {
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;
};
});
/****************************************************************************************** */
/************************************* ENERGY BAR CLASS ********************************** */
/****************************************************************************************** */
var EnergyBar = Container.expand(function (maxEnergy) {
var self = Container.call(this);
self.maxEnergy = maxEnergy;
self.currentEnergy = maxEnergy;
// Background of the energy bar
self.frame = self.attachAsset('energyBarBackground', {
anchorX: 0.5,
anchorY: 0.5
});
self.energyGradiant = self.attachAsset('energyBar', {
anchorX: 0.5,
anchorY: 1,
y: self.frame.height / 2 - 30
});
// Fill of the energy bar
self.fill = self.attachAsset('energyBarFill', {
anchorX: 0.50,
anchorY: 0,
x: 0,
y: -self.frame.height / 2 + 25,
height: 0,
visible: true
});
// Lightning icon above the energy bar
self.lightningIcon = self.attachAsset('lightning', {
anchorX: 0.5,
anchorY: 1,
x: 0,
y: -self.energyGradiant.height / 2 - 50 // Position above the energy bar
});
// Update the energy bar display
self.updateEnergy = function (energy) {
self.currentEnergy = energy;
var fillSize = Math.max(0, self.maxEnergy - self.currentEnergy) / self.maxEnergy * (self.energyGradiant.height + 6);
self.fill.height = fillSize;
};
});
/****************************************************************************************** */
/************************************* 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 = 600;
self.height = 600;
};
});
/****************************************************************************************** */
/************************************* HEALTH BAR CLASS *********************************** */
/****************************************************************************************** */
var HealthBar = Container.expand(function (maxHealth) {
var self = Container.call(this);
self.maxHealth = maxHealth;
self.currentHealth = maxHealth;
// Frame of the health bar
self.frame = self.attachAsset('healthBarFrame', {
anchorX: 0.5,
anchorY: 0.5
});
// Fill of the health bar
self.fill = self.attachAsset('healthBar', {
anchorX: 0,
anchorY: 0.5,
x: -self.frame.width / 2 + 10,
y: 0,
width: self.frame.width // Padding for the health bar fill
});
self.icon = self.attachAsset('healthIcon', {
anchorX: 0.5,
anchorY: 0.5,
x: -self.frame.width / 2 - 40
});
// Update the health bar display
self.updateHealth = function (health) {
self.currentHealth = health;
var fillWidth = Math.max(0, self.currentHealth) / self.maxHealth * (self.frame.width - 10);
self.fill.width = fillWidth;
};
self.updateHealth(100);
});
/****************************************************************************************** */
/************************************* 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 = 600;
self.height = 600;
};
});
/****************************************************************************************** */
/**************************************** RING CLASS ************************************** */
/****************************************************************************************** */
var Ring = Container.expand(function () {
var self = Container.call(this);
self.leftBorder = 300;
self.rightBorder = 1800;
self.topBorder = 200;
self.bottomBorder = 1750;
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 playerEnergyBar = null;
var isDebug = true;
var debugMarker;
/****************************************************************************************** */
/************************************** 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: 90,
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
}
};
/****************************************************************************************** */
/*********************************** 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;
// Add the energy bar on the left
// Initialize Energy Bar for Player
playerEnergyBar = game.addChild(new EnergyBar(100));
playerEnergyBar.x = game.width - 75; // Position energy bar on the left side
playerEnergyBar.y = game.height * 0.4; // Position towards the top
var playerHealthBar = game.addChild(new HealthBar(100));
playerHealthBar.x = 1024;
playerHealthBar.y = 1960;
if (isDebug) {
// Debug Marker
debugMarker = LK.getAsset('debugMarker', {
anchorX: 0.5,
anchorY: 0.5
});
game.addChild(debugMarker);
debugMarker.x = 1800;
debugMarker.y = 1750;
}
}
/****************************************************************************************** */
/************************************* GAME FUNCTIONS ************************************* */
/****************************************************************************************** */
function handleHit(attacker, defender) {
defender.isHit = true;
defender.isTouched = !defender.isGuarding;
var backDelta = defender.isGuarding ? 2 : 50;
var backHeadDelta = defender.isGuarding ? 1 : 4;
// Player hit reaction: head goes back, flash screen red
// Calculate defender's current direction and move back accordingly
var defenderDirection = Math.atan2(defender.y - attacker.y, defender.x - attacker.x);
// Move defender back
var newX = defender.x + Math.cos(defenderDirection) * backDelta;
var newY = defender.y + Math.sin(defenderDirection) * backDelta;
// Check if newX and newY are within ring's borders
var withinLimits = newX >= ring.leftBorder && newX <= ring.rightBorder && newY >= ring.topBorder && newY <= ring.bottomBorder;
log("Is in ring ?", withinLimits);
if (withinLimits) {
defender.x = newX; // Move defender back in the x direction of current movement
defender.y = newY; // Move defender back in the y direction of current movement
} else {
// If out of limits, move attacker back instead
/*
var attackerDirection = Math.atan2(attacker.y - defender.y, attacker.x - defender.x);
attacker.x += Math.cos(attackerDirection) * backDelta;
attacker.y += Math.sin(attackerDirection) * backDelta;
*/
}
var flashColor = defender.isGuarding ? 0xcccccc : 0xFF0000;
if (defender.isGuarding) {
LK.effects.flashObject(defender.leftHand, flashColor, 100); // Flash the defender
LK.effects.flashObject(defender.rightHand, flashColor, 100); // Flash the defender
} else {
LK.effects.flashObject(defender.head, flashColor, 100); // Flash the defender
LK.effects.flashObject(defender.torso, flashColor, 100); // Flash the defender
}
LK.effects.flashObject(defender.leftArm, flashColor, 100); // Flash the defender
LK.effects.flashObject(defender.leftForearm, flashColor, 100); // Flash the defender
LK.effects.flashObject(defender.rightArm, flashColor, 100); // Flash the defender
LK.effects.flashObject(defender.rightForearm, flashColor, 100); // Flash the defender
// Head back movement
defender.head.x += 2.5 * Math.cos(defenderDirection) * backHeadDelta; // Head returns to normal position
defender.head.y += 2.5 * Math.sin(defenderDirection) * backHeadDelta; // Head returns to normal position
defender.torso.x += Math.cos(defenderDirection) * backHeadDelta; // Head returns to normal position
defender.torso.y += Math.sin(defenderDirection) * backHeadDelta; // Head returns to normal position
(function (defender, defenderDirection, backHeadDelta) {
LK.setTimeout(function () {
defender.head.x -= 2.5 * Math.cos(defenderDirection) * backHeadDelta; // Head returns to normal position
defender.head.y -= 2.5 * Math.sin(defenderDirection) * backHeadDelta; // Head returns to normal position
defender.torso.x -= Math.cos(defenderDirection) * backHeadDelta; // Head returns to normal position
defender.torso.y -= Math.sin(defenderDirection) * backHeadDelta; // Head returns to normal position
defender.isHit = false;
if (!defender.isGuarding) {
defender.setPosture(idlePosture);
}
}, 500);
})(defender, defenderDirection, backHeadDelta);
}
/****************************************************************************************** */
/************************************** 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))) {
handleHit(player, opponent);
/*
// 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);
*/
}
if (opponent.isPunching && (opponent.leftHand.intersects(player.torso) || opponent.rightHand.intersects(player.torso))) {
handleHit(opponent, player);
}
};
gameInitialize();
clear
basic light gray convex round button with a red boxing glove icon. UI
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remove
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man boxer with red gloves is KO on the ring..