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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'scoreTest = this.pushers.length;' Line Number: 816
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Please fix the bug: 'ReferenceError: scoreTest is not defined' in or related to this line: 'updateScoreTest(scoreTest);' Line Number: 1028
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Code edit (18 edits merged)
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'sprite')' in or related to this line: 'this.vitesseEnCours = this.sprite.x < rocher.sprite.x ? this.vitessePS : -this.vitessePS; //on donne le sens du deplacement horizontal' Line Number: 765
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Please fix the bug: 'ReferenceError: rocher is not defined' in or related to this line: 'rocher[i].sortPushers();' Line Number: 1003
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Code edit (10 edits merged)
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'sprite')' in or related to this line: 'this.vitesseEnCours = this.sprite.x < rocher.sprite.x ? this.vitessePS : -this.vitessePS; //on donne le sens du deplacement horizontal' Line Number: 634
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'this.sprite.x = x;' Line Number: 439
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Code edit (21 edits merged)
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Migrate to the latest version of LK
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Please fix the bug: 'ReferenceError: rochers is not defined' in or related to this line: 'for (var i = 0; i < rochers.length; i++) {' Line Number: 956
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Please fix the bug: 'ReferenceError: scoreZone is not defined' in or related to this line: 'victoireText.y = scoreZone.height;' Line Number: 798
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Code edit (12 edits merged)
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===================================================================
--- original.js
+++ change.js
@@ -196,13 +196,13 @@
var vitesseBuldo = 8.0; //vitesse de déplacement des buldos a vide, vitesse/2 quand ils poussent un petit rocher, vitesse/4 pour un moyen, vitesse/8 pour un gros
var humanCamp = 1; //camp du joueur humain
var ordiCamp = -1; //camp du joueur ordinateur
var ancrageMedian = 0.5; //ancrage median des sprites
-var buldoRockHotSpotX = 45 * 2; //hotspot X du sprite buldoRock, offset du sprite par rapport à l'ancrage
+var buldoRockHotSpotX = 45; //hotspot X du sprite buldoRock, offset du sprite par rapport à l'ancrage
var buldoRockHotSpotY = 0; //hotspot Y du sprite buldoRock
-var buldoRockBkHotSpotX = -45 * 2; //hotspot arriere du buldoRock
+var buldoRockBkHotSpotX = -45; //hotspot arriere du buldoRock
var buldoRockBkHotSpotY = 0;
-var buldoZerHotSpotX = 45 * 2; //hotspot X du sprite buldoZer, offset du sprite par rapport à l'ancrage
+var buldoZerHotSpotX = 45; //hotspot X du sprite buldoZer, offset du sprite par rapport à l'ancrage
var buldoZerHotSpotY = 0; //hotspot Y du sprite buldoZer
var buldoZerBkHotSpotX = 45 * 2; //hotspot arriere du buldoZer
var buldoZerBkHotSpotY = 0;
var ordonneesRestantes = []; //liste des ordonnees non encore utilisees pour le placement des rochers
@@ -421,26 +421,15 @@
var buldozer_sprite = game.addChild(LK.getAsset('bulldozer', {
anchorX: 0.5,
anchorY: 0.5
}));
- if (this.camp == humanCamp) {
- this.sprite = buldorock_sprite;
- this.dxAvHotSpot = buldoRockHotSpotX; //Hotspot avant du sprite (point de contact avec un rocher) décalage par rapport au point d'ancrage
- this.dyAvHotSpot = buldoRockHotSpotY;
- this.dxBkHotSpot = buldoRockBkHotSpotX; //Offset du point chaud arriere du sprite (point de contact avec un autre Buldo) décalage par rapport au point d'ancrage
- this.dyBkHotSpot = buldoRockBkHotSpotY;
- } else if (this.camp == ordiCamp) {
- this.sprite = buldozer_sprite;
- this.dxAvHotSpot = buldoZerHotSpotX; //Hotspot avant du sprite (point de contact avec un rocher) décalage par rapport au point d'ancrage
- this.dyAvHotSpot = buldoZerHotSpotY;
- this.dxBkHotSpot = buldoZerBkHotSpotX; //Offset du point chaud arriere du sprite (point de contact avec un autre Buldo) décalage par rapport au point d'ancrage
- this.dyBkHotSpot = buldoZerBkHotSpotY;
- }
+ var spriteToUse = camp === humanCamp ? buldorock_sprite : buldozer_sprite;
+ this.sprite = spriteToUse;
this.sprite.x = x;
this.sprite.y = y;
this.sprite.anchor.set(0.5);
this.sprite.scale.set(1.5);
- this.sprite.visible = false;
+ this.sprite.visible = true;
this.xBase = x; //Position de base du sprite
this.yBase = y;
this.stack = []; //Pile des points x,y destination cliqués par la souris
this.movesStack = []; //Pile des mouvements a effectuer (types de mouvements : 1 : rotation, 2 : horizontal, 3 : vertical, 4 : xy)
@@ -924,9 +913,9 @@
//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;
- buldos[i].dxBkHotSpot = buldoRockBkHotSpotX; //Offset du point chaud arriere du sprite (point de contact avec un autre Buldo) décalage par rapport au point d'ancrage
+ buldos[i].dxBkHotSpot = buldoRockBkHotSpotX * 2; //Offset du point chaud arriere du sprite (point de contact avec un autre Buldo) décalage par rapport au point d'ancrage
buldos[i].dyBkHotSpot = buldoRockBkHotSpotY;
} else if (buldos[i].camp == ordiCamp) {
buldos[i].dxAvHotSpot = buldoZerHotSpotX; //Hotspot avant du sprite (point de contact avec un rocher) décalage par rapport au point d'ancrage
buldos[i].dyAvHotSpot = buldoZerHotSpotY;
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.