Code edit (5 edits merged)
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Fix Bug: 'TypeError: orbits[i].scaleOrbit is not a function' in or related to this line: 'orbits[i].scaleOrbit(i, 500);' Line Number: 33
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Fix Bug: 'Uncaught TypeError: orbit.positionOrbit is not a function' in or related to this line: 'orbit.positionOrbit(i);' Line Number: 99
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after each jump, start an animation where all orbits scale up by 500 pixels in width and height.
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'self.radius = (targetOrbit.width - 100) / 2;' Line Number: 25
Code edit (1 edits merged)
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after a player jump, the player should then continue circling at that orbit's distance from center.
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On tap, make player jump to the next orbit.
Code edit (1 edits merged)
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draw a circlular object called orbit1 with a diamter of 1800 pixels in the center
Code edit (1 edits merged)
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Make the player circle around the center at a distance of 800 pixels.
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Approaching Orbit
===================================================================
--- original.js
+++ change.js
@@ -60,11 +60,8 @@
var orbits = [];
var obstacles = [];
var currentOrbitIndex = 0;
// Initialize player
-player = game.addChild(new Player());
-player.x = 2048 / 2;
-player.y = 2732 / 2 - 200; // Start the player 200px above the center
// Initialize orbits
function createOrbits() {
for (var i = 0; i < 5; i++) {
var orbit = game.addChild(new Orbit());
@@ -81,8 +78,11 @@
obstacles.push(obstacle);
}
}
createObstacles();
+player = game.addChild(new Player());
+player.x = 2048 / 2;
+player.y = 2732 / 2 - 200; // Start the player 200px above the center
// Game logic
game.on('down', function (obj) {
player.jump();
});