Code edit (8 edits merged)
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Analyse the code then adapt it to make player appear behind the road assets but WITHOUT changing any of the road or player movment logic
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Please fix the bug: 'TypeError: road is undefined' in or related to this line: 'var player = game.addChild(new Player({' Line Number: 1155
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Please fix the bug: 'TypeError: road is undefined' in or related to this line: 'var player = game.addChild(new Player({' Line Number: 1152
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Please fix the bug: 'Script error.' in or related to this line: 'parent.attachAsset(asset, {' Line Number: 214
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Please fix the bug: 'TypeError: parent is undefined' in or related to this line: 'parent.attachAsset(asset, {' Line Number: 214
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make clouds appear in front of player (z-index) but without altering their logic or movement
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Please fix the bug: 'ReferenceError: clone is not defined' in or related to this line: 'if (clone) {' Line Number: 254
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now use attachObjectRadial instead of attachAssetRadial for walls
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Add a new class for Wall similar to Detritus
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Please fix the bug: 'TypeError: player.slideStart is not a function' in or related to this line: 'player.slideStart();' Line Number: 1109
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add a flag to start detecting swipe only after tap
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don't forget to reset startY
===================================================================
--- original.js
+++ change.js
@@ -638,9 +638,9 @@
if (slideTimer >= SLIDE_DURATION) {
slideEnd();
}
// Adjust player's vertical position when sliding
- self.y = baseY - stepHeight / 4; // Adjust to quarter height when sliding
+ self.y = baseY + 700; //- stepHeight / 4; // Adjust to quarter height when sliding
} else {
self.y = baseY - stepHeight;
}
// Score calculations
@@ -653,9 +653,11 @@
nodeMulti += stopped ? SCORE_STOPPED_FACTOR : speedFactor;
nodeTicks++;
// Adjustments
var stepHeight = ROAD_STEP_HEIGHT_BASE + step * ROAD_STEP_HEIGHT_INCREMENT; // TODO: Better scaling
- self.y = baseY - stepHeight; // TODO: Better scaling
+ if (!sliding) {
+ self.y = baseY - stepHeight; // TODO: Better scaling
+ }
self.scale.set(PLAYER_SCALE_BASE * stepHeight / ROAD_SEGMENT_HEIGHT); // TODO: Better scaling
body.animate(PLAYER_ANIMATION_SPEED_BASE * speedFactor);
multiplierText.setText((stopped ? SCORE_STOPPED_FACTOR : speedFactor).toFixed(1) + 'x');
// Get the current road segment
@@ -687,21 +689,28 @@
if (!gameOver && !jumping && !falling && !sliding) {
sliding = true;
slideTimer = 0;
body.pushAnimation(animationSlide, PLAYER_POSE_TRANSITION);
- // Rotate the entire player container
- self.rotation = Math.PI / 2;
+ body.rotation = -Math.PI / 2;
+ //body.scale.x *= -1;
+ /* Flies
+ // Rotate the body, not the entire player container
+ body.rotation = -Math.PI / 2;
+ // Flip the body horizontally to ensure correct orientation
+ body.scale.x *= -1;
// Play slide sound (if available)
// LK.getSound('slide').play();
+ */
}
}
function slideEnd() {
if (sliding) {
sliding = false;
slideTimer = 0;
body.pushAnimation(stopped ? animationStand : animationRun, PLAYER_POSE_TRANSITION);
- // Restore player's original rotation
- self.rotation = 0;
+ // Restore body's original rotation and scale
+ body.rotation = 0;
+ //body.scale.x *= -1;
}
}
function adjustScore(averageMulti) {
var points = Math.floor(averageMulti * SCORE_SEGMENT_POINTS);
@@ -1079,9 +1088,9 @@
/*
var boilingLava = game.addChild(new BoilingLava());
boilingLava.x = 600;
boilingLava.y = 600;
-*/
+*/
//==============================================================================
// Global events
//==============================================================================
;
@@ -1183,12 +1192,61 @@
FOOT_RIGHT_ROTATION: -sharedAngle - 1.5 * offsetAngle,
FOOT_LEFT_ROTATION: -sharedAngle + 1.5 * offsetAngle
};
}
+/*
function animationSlide(alpha) {
return {
+ BODY_OFFSET: -150,
+ // Lower the body significantly more
+ HEAD_ROTATION: -Math.PI / 3,
+ // Tilt head down more
+ ARM_UPPER_RIGHT_ROTATION: Math.PI * 3 / 4,
+ // Arms more back and up
+ ARM_UPPER_LEFT_ROTATION: Math.PI * 3 / 4,
+ ARM_LOWER_RIGHT_ROTATION: -Math.PI / 4,
+ // Slightly bend arms
+ ARM_LOWER_LEFT_ROTATION: -Math.PI / 4,
+ LEG_UPPER_RIGHT_ROTATION: -Math.PI / 2,
+ // Legs more horizontal
+ LEG_UPPER_LEFT_ROTATION: -Math.PI / 2,
+ LEG_LOWER_RIGHT_ROTATION: Math.PI / 4,
+ // Slight bend in knees
+ LEG_LOWER_LEFT_ROTATION: Math.PI / 4,
+ FOOT_RIGHT_ROTATION: Math.PI / 6,
+ // Feet angled slightly
+ FOOT_LEFT_ROTATION: Math.PI / 6
+ };
+}
+*/
+// On belly head front
+function animationSlide(alpha) {
+ return {
BODY_ROTATION: Math.PI / 2,
// Rotate body 90 degrees
+ BODY_OFFSET: -50,
+ // Adjust body position to align with ground
+ HEAD_ROTATION: -Math.PI / 6,
+ // Slightly tilt head up
+ ARM_UPPER_RIGHT_ROTATION: -Math.PI / 4,
+ // Arms along body
+ ARM_UPPER_LEFT_ROTATION: -Math.PI / 4,
+ ARM_LOWER_RIGHT_ROTATION: -Math.PI / 6,
+ ARM_LOWER_LEFT_ROTATION: -Math.PI / 6,
+ LEG_UPPER_RIGHT_ROTATION: -Math.PI / 8,
+ // Legs slightly bent
+ LEG_UPPER_LEFT_ROTATION: -Math.PI / 8,
+ LEG_LOWER_RIGHT_ROTATION: Math.PI / 6,
+ LEG_LOWER_LEFT_ROTATION: Math.PI / 6,
+ FOOT_RIGHT_ROTATION: 0,
+ FOOT_LEFT_ROTATION: 0
+ };
+}
+/* // super man head back but on belly
+function animationSlide(alpha) {
+ return {
+ BODY_ROTATION: Math.PI / 2,
+ // Rotate body 90 degrees
BODY_OFFSET: -20,
// Adjust body position to align with ground
HEAD_ROTATION: Math.PI / 6,
// Tilt head up slightly
@@ -1206,5 +1264,32 @@
LEG_LOWER_LEFT_ROTATION: Math.PI / 6,
FOOT_RIGHT_ROTATION: 0,
FOOT_LEFT_ROTATION: 0
};
-}
\ No newline at end of file
+}
+*/
+/* // Head ok but Belly & Flying
+function animationSlide(alpha) {
+ return {
+ BODY_ROTATION: -Math.PI / 2,
+ // Rotate body -90 degrees (feet first)
+ BODY_OFFSET: -20,
+ // Adjust body position to align with ground
+ HEAD_ROTATION: -Math.PI / 6,
+ // Tilt head back slightly
+ ARM_UPPER_RIGHT_ROTATION: Math.PI / 4,
+ // Arms slightly raised
+ ARM_UPPER_LEFT_ROTATION: Math.PI / 4,
+ ARM_LOWER_RIGHT_ROTATION: Math.PI / 6,
+ // Elbows slightly bent
+ ARM_LOWER_LEFT_ROTATION: Math.PI / 6,
+ LEG_UPPER_RIGHT_ROTATION: -Math.PI / 8,
+ // Legs slightly raised
+ LEG_UPPER_LEFT_ROTATION: -Math.PI / 8,
+ LEG_LOWER_RIGHT_ROTATION: Math.PI / 6,
+ // Knees slightly bent
+ LEG_LOWER_LEFT_ROTATION: Math.PI / 6,
+ FOOT_RIGHT_ROTATION: 0,
+ FOOT_LEFT_ROTATION: 0
+ };
+}
+*/
\ No newline at end of file
white
circle sliced into many pieces, flat image. 2d, white background, shadowless.
pixel art of a tall, tree. game asset, 2d, white background, shadowless.
pixel art cloud. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
dark space.
flying lava bubble. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a bonus crystal ball with the recycle symbol. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
top view A green round start button empty in the center like a ring.