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Bring bouncing ball infront of tiles
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Ass bouncingball asset to
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bring bouncing ball infront of grid
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Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'x')' in or related to this line: 'self.x = randomTopTile.x;' Line Number: 255
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start bouncing ball on top row of grid. display ball
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set a timer to randomly drop bouncing ball. time between 25 and 90 seconds
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add bouncing ball to code. Ball will drop on to first row tile and bounce its way down grid taking a random path. Only move ball in downward direction. bounce from one tile to another. when ball dropped keep it moving till it falls off grid
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add bouncing ball to code. Ball will drop on to first row tile and bounce its way down grid taking a random path. Only move ball in downward direction. bounce from one tile to another. when ball dropped keep it moving till it falls off grid
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when zbert moves then drop bouncing ball. add tick to allow ball to bounce down grid until it falls off
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'bouncingBall.x = topTile.x;' Line Number: 337
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add bouncing ball to code. Ball will drop on top tile and bounce its way down grid taking a random path. Only mov ball in downward direction. bounce from one tile to another
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when using upright control, if no tile available to jump to then jump and run fall routine
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when zbert reaches the end of the rows 1 to 7 and jumps using upright control then run fall routine
Code edit (1 edits merged)
Please save this source code
Code edit (6 edits merged)
Please save this source code
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when Zbert is moving Up right or up left check when zberet is about to jump if a tile is there for Zebert to jump to if not jump and then have zebert fall to bottom of screen
Code edit (11 edits merged)
Please save this source code
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When Zbert jumps off last tile going up left or up right then run fall rountine
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When zebert moves up and to right check if tile exists below zbert. if not then run fall routine
Code edit (1 edits merged)
Please save this source code
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When zbert is jumping ignore additional control kep presses until after tile flip code run
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When Zbert moves from tile to tile create a smooth upward arc in direction of travel for Zbert
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Fix Bug: 'ReferenceError: startTime is not defined' in or related to this line: 'if (currentTime - startTime < hopDuration) {' Line Number: 59
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When Zbert moves from tile to tile animate a little hop
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When Zbert moves from tile to tile animate a little vertical hop
===================================================================
--- original.js
+++ change.js
@@ -26,26 +26,8 @@
});
});
var Zbert = Container.expand(function (gridX, gridY, width, height) {
var self = Container.call(this);
- Zbert.prototype.initiateFall = function () {
- self.isJumping = true;
- var fallToY = game.height - self.height / 2;
- var fallDuration = 4000;
- var fallStartTime = Date.now();
- LK.on('tick', function () {
- var currentTime = Date.now();
- var timeElapsed = currentTime - fallStartTime;
- if (timeElapsed < fallDuration) {
- var fallProgress = timeElapsed / fallDuration;
- self.y = fallProgress * fallToY;
- } else {
- self.y = fallToY;
- LK.off('tick');
- self.isJumping = false;
- }
- });
- };
self.isJumping = false;
self.move = function (direction) {
if (self.isJumping) {
return;
@@ -61,20 +43,12 @@
switch (direction) {
case 'upLeft':
targetX -= tileWidth / 2 + 2;
targetY -= tileHeight - 90;
- if (!game.grid.getTileAt(targetX, targetY)) {
- self.initiateFall();
- return;
- }
break;
case 'upRight':
targetX += tileWidth / 2;
targetY -= tileHeight - 90;
- if (!game.grid.getTileAt(targetX, targetY)) {
- self.initiateFall();
- return;
- }
break;
case 'downLeft':
targetX -= tileWidth / 2;
targetY += tileHeight - 90;
@@ -164,9 +138,9 @@
var tileHeight = 270;
for (var i = 0; i < this.gridSize; i++) {
tileArray[i] = [];
var numTilesInRow = i < 7 ? i + 1 : this.gridSize - i;
- var rowOffset = (this.gridSize - numTilesInRow) * (tileWidth / 2 + 5);
+ var rowOffset = (this.gridSize - numTilesInRow) * (tileWidth / 2);
for (var j = 0; j < numTilesInRow; j++) {
var tile = new Tile(i, j, tileWidth, tileHeight, this.gridSize);
tile.x = rowOffset + j * (tileWidth + 0);
tile.y = i * (tileHeight - 90);
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beautiful expansive landscape. starry sky, pastel colours, high definition, alien world.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
beautiful expansive landscape. starry sky, pastel colours, high definition, alien world.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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