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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'pushedByOrdi')' in or related to this line: 'if (this.camp == humanCamp && this.rocherDestination.pushedByHuman != this) {' Line Number: 655
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'pushedByHuman')' in or related to this line: 'if (this.rocherPushed.pushedByHuman == null && this.rocherPushed.pushedByOrdi == null) {' Line Number: 641
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'pushedByOrdi')' in or related to this line: 'if (this.camp == humanCamp && this.rocherDestination.pushedByHuman != this) {' Line Number: 649
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'pushedByOrdi')' in or related to this line: 'if (this.camp == humanCamp && this.rocherDestination.pushedByHuman != this) {' Line Number: 649
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'sprite')' in or related to this line: 'targetX = this.rocherDestination.pushedByOrdi.sprite.x; //La cible principale est le Buldo ordi poussant' Line Number: 664
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'sprite')' in or related to this line: 'targetX = this.rocherDestination.pushedByOrdi.sprite.x; //La cible principale est le Buldo ordi poussant' Line Number: 664
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'sprite')' in or related to this line: 'targetX = this.rocherDestination.pushedByHuman.sprite.x; //La cible principale est le buldo allie poussant' Line Number: 685
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'sprite')' in or related to this line: 'targetX = this.rocherDestination.pushedByHuman.sprite.x; //La cible principale est le buldo allie poussant' Line Number: 685
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'sprite')' in or related to this line: 'targetX = this.rocherDestination.pushedByOrdi.sprite.x; //La cible principale est le Buldo ordi poussant' Line Number: 667
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'sprite')' in or related to this line: 'targetX = this.rocherDestination.pushedByOrdi.sprite.x; //La cible principale est le Buldo ordi poussant' Line Number: 667
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'sprite')' in or related to this line: 'targetX = this.rocherDestination.pushedByOrdi.sprite.x; //La cible principale est le Buldo ordi poussant' Line Number: 673
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'sprite')' in or related to this line: 'targetX = this.rocherDestination.pushedByOrdi.sprite.x; //La cible principale est le Buldo ordi poussant' Line Number: 673
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'dxHotLeftSpot')' in or related to this line: 'dxHotSpotR = this.rocherrocherDestinationPushed.dxHotLeftSpot; //Le point chaud est le point chaud du rocher' Line Number: 654
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===================================================================
--- original.js
+++ change.js
@@ -695,23 +695,29 @@
this.isMovingR = false; // on indique que le Buldo n'est plus en train de pousser un rocher
return;
}
if (this.isMovingR) {
- if (this.rocherDestination && this.rocherDestination.sprite) {
+ if (this.rocherDestination && this.rocherDestination.sprite && this.rocherDestination.pushedByOrdi) {
var xTarget = this.checkPusher(); //Abscisse x du point chaud AV du rocher ou du point chaud arriere du Buldo allie poussant
} else {
return; // Exit the function if rocherDestination or its sprite is null
}
var HD = dist(this.sprite.x + this.camp * this.dxAvHotSpot, 0, xTarget, 0); //Distance entre le point chaud AV du sprite et l'abscisse x destination
if (HD <= Math.abs(this.vitesseEnCours * delta)) {
// Si la distance entre l'abscisse du sprite et l'abscisse x destination est inférieure à la vitesse en cours, on atteint l'objectif
this.sprite.x = xTarget - this.camp * this.dxAvHotSpot; // on donne à l'abscisse du sprite la valeur x destination
+ //this.isMovingR = false;
if (this.rocherDestination != null && !this.isPushing) {
this.isPushing = true; // on indique que le Buldo est en train de pousser un rocher
this.rocherPushed = this.rocherDestination; // on indique le rocher pousse par le Buldo
this.rocherPushed.totalPushers += this.camp; // on indique le Buldo qui pousse le rocher
this.rocherDestination.isBeingPushed = true; // on indique que le rocher est pousse par un Buldo
- this.camp == humanCamp ? this.rocherDestination.pushedByHuman = this : this.rocherDestination.pushedByOrdi = this; // on indique le Buldo qui pousse le rocher
+ if (this.camp == humanCamp && this.rocherDestination.pushedByHuman == null) {
+ this.rocherDestination.pushedByHuman = this; // on indique le Buldo qui pousse le rocher
+ }
+ if (this.camp == ordiCamp && this.rocherDestination.pushedByOrdi == null) {
+ this.rocherDestination.pushedByOrdi = this; // on indique le Buldo qui pousse le rocher
+ }
}
} else {
// Sinon on déplace le sprite horizontalement
this.sprite.x += this.vitesseEnCours * delta;
@@ -839,8 +845,10 @@
buldoZer2.sprite.visible = true;
//On ajoute les evenements de clic sur les sprites Buldo
for (var i = 0; i < buldos.length; i++) {
buldos[i].sprite.on('down', buldos[i].onClickBuldo.bind(buldos[i], buldos));
+ buldos[i].rocherDestination = null;
+ buldos[i].rocherPushed = null;
//On donne leurs hotspots
if (buldos[i].camp == humanCamp) {
buldos[i].dxAvHotSpot = buldoRockHotSpotX; //Hotspot avant du sprite (point de contact avec un rocher) décalage par rapport au point d'ancrage
buldos[i].dyAvHotSpot = buldoRockHotSpotY;
A small rock
a rock without any shadow and four time smaller than the original.
Blue color
a rock is being crunched so there is smoke and peaces of rocks viewed from top.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Un trophée de victoire sous forme d'une coupe d'où s'échappe un feu d'artifice.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Red bulldozer viewed strictly from top. Top view as if we are a drone.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Remove yellow lines.