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in thinkAboutTarget, when going to the other take into account attackDistance self.targetX = other.x; self.targetY = other.y;
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in mainAIMove, Implement acceleration and deceleration in the AI's movement. The AI could start moving slowly, gradually increase its speed as it moves away from its starting point, and then slow down as it approaches the target. This would add a more natural feel to the movement. Don't alter the other logic, only the movement
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Please fix the bug: 'TypeError: Math.rancomd is not a function' in or related to this line: 'if (Math.rancomd() < 0.5) {' Line Number: 367
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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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Code edit (14 edits merged)
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===================================================================
--- original.js
+++ change.js
@@ -20,9 +20,9 @@
self.currentPunchEnergy = 2; // Punch cost in energy
self.punchCount = 0; // Initialize punch count
self.lastPunchTime = 0; // Timestamp of the last punch
self.lastHitTime = 0; // Timestamp of the last hit
- self.immunityDelayMs = 0; // Timestamp of the last hit
+ self.immunityDelayMs = 600; // Timestamp of the last hit
self.body = new Container();
game.addChild(self.body);
var punchDistance = 60; // Define punch distance for punching animation
var attackDistance = 500;
@@ -262,9 +262,13 @@
if (Date.now() - self.lastHitTime < self.immunityDelayMs) {
return false;
}
self.lastHitTime = Date.now();
- self.health = Math.max(0, self.health - attacker.punchCount * (self.isGuarding ? 0.01 : 0.5));
+ var damage = attacker.punchCount * (self.isGuarding ? 0.01 : 0.5);
+ if (!self.isPlayer) {
+ log("AI Received damage=" + damage);
+ }
+ self.health = Math.max(0, self.health - damage);
(self.isPlayer ? playerHealthBar : opponentHealthBar).updateHealth(self.health);
if (self.health <= 0) {
// KO, call game over
LK.showGameOver();
@@ -317,17 +321,23 @@
self.retreat = true;
if (!self.isPlayer) {
log("AI RETREAT !!!");
}
- if (self.x < 1024) {
- self.targetX = ring.leftCorner;
- } else {
+ // Determine the farthest corner based on the opponent's position
+ var opponent = self.isPlayer ? opponent : player;
+ if (opponent.x < 1024) {
+ // Opponent is closer to the left side, move to the right corner
self.targetX = ring.rightCorner;
- }
- if (self.y < 1024) {
- self.targetY = ring.topCorner;
} else {
+ // Opponent is closer to the right side, move to the left corner
+ self.targetX = ring.leftCorner;
+ }
+ if (opponent.y < 1366) {
+ // Opponent is closer to the top, move to the bottom corner
self.targetY = ring.bottomCorner;
+ } else {
+ // Opponent is closer to the bottom, move to the top corner
+ self.targetY = ring.topCorner;
}
} else {
self.retreat = false;
var target = self.isPlayer ? opponent : player;
@@ -759,10 +769,10 @@
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;
+ // Check if newX and newY are within ring's corners
+ var withinLimits = newX >= ring.leftCorner && newX <= ring.rightCorner && newY >= ring.topCorner && newY <= ring.bottomCorner;
//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
clear
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