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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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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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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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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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===================================================================
--- original.js
+++ change.js
@@ -7,9 +7,8 @@
/****
* Game Code
****/
-//PARAMETRES DIVERS DU JEU
/*
Game Zones:
- The game is played on a 2048x2732 pixels screen.
0. let playersZoneWidth = 200;
@@ -17,32 +16,8 @@
2. let OptionsZone = {x: 0, y: app.screen.height-200, width: app.screen.width, height: 200};
3. let HumanZone = {x: 0, y: 200, width: playersZoneWidth, height: app.screen.height-OptionsZone.height-ScoreZone.height};
4. let ComputerZone = {x: app.screen.width-playersZoneWidth, y: 200, width: playersZoneWidth, height: app.screen.height-OptionsZone.height-ScoreZone.height};
5. let RoadZone = {x: playersZoneWidth, y: 200, width: app.screen.width-HumanZone.width-OrdiZone.width, height: app.screen.height-OptionsZone.height-ScoreZone.height};
-- At the start of the game, 10 rocks of three different sizes are randomly placed in the RoadZone.
-- Each player has two bulldozers to move the rocks.
-- A bulldozer moving without pushing anything has a base speed V.
-- When a bulldozer pushes a small rock, the combined speed is V/2.
-- When a bulldozer pushes a medium rock, the combined speed is V/4.
-- When a bulldozer pushes a large rock, the combined speed is V/8.
-- When two bulldozers push a rock together, one behind the other, the pushing speeds are doubled compared to the speed of a single bulldozer.
-- The human player clicks on a rock to command the nearest free bulldozer to push it towards the ComputerZone.
-- The computer-controlled bulldozers randomly choose a rock and push it towards the HumanZone.
-- If a human bulldozer is free, the player can click on a rock already being pushed to have the bulldozer move behind the first one and push the rock faster.
-- It is possible to push a rock that is being pushed by the opponent to block or slow down its movement. If a second bulldozer is added in this situation, the rock will be pushed in the direction where there are fewer bulldozers.
-- The game ends when all rocks have been moved out of the RoadZone. The winner is the one with the highest score, based on the number and size of rocks successfully moved to the opposing zone.
-- The goal for the human player is to move all the rocks to the ComputerZone while preventing the computer from doing the same. Effective strategy and skillful bulldozer management are necessary to maximize the score.
-There is no time limit in this game, and players must use their judgment to determine the best way to move rocks and use their bulldozers to win the game.
-*/
-/*
-Game Zones:
-- The game is played on a 2048x2732 pixels screen.
-0. let playersZoneWidth = 200;
-1. let ScoreZone = {x: 0, y: 0, width: app.screen.width, height: 200};
-2. let OptionsZone = {x: 0, y: app.screen.height-200, width: app.screen.width, height: 200};
-3. let HumanZone = {x: 0, y: 200, width: playersZoneWidth, height: app.screen.height-OptionsZone.height-ScoreZone.height};
-4. let ComputerZone = {x: app.screen.width-playersZoneWidth, y: 200, width: playersZoneWidth, height: app.screen.height-OptionsZone.height-ScoreZone.height};
-5. let RoadZone = {x: playersZoneWidth, y: 200, width: app.screen.width-HumanZone.width-OrdiZone.width, height: app.screen.height-OptionsZone.height-ScoreZone.height};
Game settings:
- At the start of the game, 10 rocks of three different sizes (small, medium, large) are randomly placed in the RoadZone.
- The rocks have square 100x100 pixels sprites centered (anchor 0.5, 0.5).
- The Rocks have a front and a back zone to simulate a contact area with the Buldos.
@@ -80,8 +55,33 @@
- The winner is the one with the highest score, based on the number and size of rocks successfully moved to the opposing zone (small rock is 1 point, medium rock is 2 points, large rock is 3 points).
- The goal for the human player is to move all the rocks to the ComputerZone while preventing the computer from doing the same.
- There is no time limit in this game, and players must use their judgment to determine the best way to move rocks and use their Buldos to win the game.
*/
+/*
+Game Zones:
+- The game is played on a 2048x2732 pixels screen.
+0. let playersZoneWidth = 200;
+1. let ScoreZone = {x: 0, y: 0, width: app.screen.width, height: 200};
+2. let OptionsZone = {x: 0, y: app.screen.height-200, width: app.screen.width, height: 200};
+3. let HumanZone = {x: 0, y: 200, width: playersZoneWidth, height: app.screen.height-OptionsZone.height-ScoreZone.height};
+4. let ComputerZone = {x: app.screen.width-playersZoneWidth, y: 200, width: playersZoneWidth, height: app.screen.height-OptionsZone.height-ScoreZone.height};
+5. let RoadZone = {x: playersZoneWidth, y: 200, width: app.screen.width-HumanZone.width-OrdiZone.width, height: app.screen.height-OptionsZone.height-ScoreZone.height};
+- At the start of the game, 10 rocks of three different sizes are randomly placed in the RoadZone.
+- Each player has two bulldozers to move the rocks.
+- A bulldozer moving without pushing anything has a base speed V.
+- When a bulldozer pushes a small rock, the combined speed is V/2.
+- When a bulldozer pushes a medium rock, the combined speed is V/4.
+- When a bulldozer pushes a large rock, the combined speed is V/8.
+- When two bulldozers push a rock together, one behind the other, the pushing speeds are doubled compared to the speed of a single bulldozer.
+- The human player clicks on a rock to command the nearest free bulldozer to push it towards the ComputerZone.
+- The computer-controlled bulldozers randomly choose a rock and push it towards the HumanZone.
+- If a human bulldozer is free, the player can click on a rock already being pushed to have the bulldozer move behind the first one and push the rock faster.
+- It is possible to push a rock that is being pushed by the opponent to block or slow down its movement. If a second bulldozer is added in this situation, the rock will be pushed in the direction where there are fewer bulldozers.
+- The game ends when all rocks have been moved out of the RoadZone. The winner is the one with the highest score, based on the number and size of rocks successfully moved to the opposing zone.
+- The goal for the human player is to move all the rocks to the ComputerZone while preventing the computer from doing the same. Effective strategy and skillful bulldozer management are necessary to maximize the score.
+There is no time limit in this game, and players must use their judgment to determine the best way to move rocks and use their bulldozers to win the game.
+*/
+//PARAMETRES DIVERS DU JEU
function _typeof2(o) {
"@babel/helpers - typeof";
return _typeof2 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
@@ -365,20 +365,8 @@
});
}
//On vide la liste des buldos qui poussent le rocher
this.pushers = [];
- if (this.pushedByHuman != null) {
- this.pushedByHuman.rocherPushed = null;
- this.pushedByHuman.rocherDestination = null;
- this.pushedByHuman.isPushing = false;
- this.pushedByHuman = null;
- }
- if (this.pushedByOrdi != null) {
- this.pushedByOrdi.rocherPushed = null;
- this.pushedByOrdi.rocherDestination = null;
- this.pushedByOrdi.isPushing = false;
- this.pushedByOrdi = null;
- }
//On recupere l'ordonnee du rocher pour une potentielle reutilisation
ordonneesRestantes.push(this.sprite.y);
nbRochers = nbRochers - 1; //Decrement du nombre de rochers
//Invisibilite du sprite rocher
@@ -417,8 +405,26 @@
this.sprite.x += this.vitesse; //Deplacement du rocher
this.onOutRocher(); //Si le rocher sort de la zone route, on le detruit (invisible)
}
}; //fin checkPushed
+ this.sortPushers = function () {
+ //Tri du tableau this.pushers des buldos qui poussent le rocher par ordre croissant de distance au rocher (distance entre le centre du rocher et le centre du buldo)
+ var actualPushers = []; //Liste des buldos qui poussent le rocher
+ var nonPushers = []; //Liste des buldos qui ne poussent pas le rocher
+ this.pushers.forEach(function (buldo) {
+ if (buldo.isPushing) {
+ actualPushers.push(buldo);
+ } else {
+ nonPushers.push(buldo);
+ }
+ });
+ actualPushers.sort(function (a, b) {
+ var distA = dist(a.sprite.x, a.sprite.y, self.sprite.x, self.sprite.y);
+ var distB = dist(b.sprite.x, b.sprite.y, self.sprite.x, self.sprite.y);
+ return distA - distB;
+ });
+ this.pushers = actualPushers.concat(nonPushers);
+ }; //fin sortPushers
}); //fin class Rocher
//CLASS BULDO
var Buldo = /*#__PURE__*/_createClass2(function Buldo(x, y, camp) {
_classCallCheck2(this, Buldo);
@@ -612,14 +618,8 @@
return;
}
}
}; // fin deplaceVtoY
- this.setLigneHtoR = function (rocher) {
- this.isMovingR = true; //on indique que le Buldo est en mouvement
- this.rocherDestination = rocher; //le point d'ancrage doit s'arreter sur le rocher
- //Calcul du sens du deplacement horizontale : 1=droite, -1=gauche
- this.vitesseEnCours = this.sprite.x < rocher.sprite.x ? this.vitessePS : -this.vitessePS; //on donne le sens du deplacement horizontal
- }; //fin setLigneHtoR
this.checkForce = function () {
//Choix de la cible : point chaud du rocher ou point chaud arriere du Buldo allie poussant
var targetX = this.rocherDestination.sprite.x; //Cible principale par defaut
var dxHotSpotR = this.camp == humanCamp ? this.rocherDestination.dxHotLeftSpot : this.rocherDestination.dxHotRightSpot; //Point chaud du rocher
@@ -711,8 +711,44 @@
//On ne fait rien, on cible le point chaud du rocher par defaut
}
return targetX + dxHotSpotR;
}; //fin checkForce
+ this.checkPushers = function () {
+ //Meme fonction que checkForce mais en utilisant le tableau pushers
+ if (this.rocherDestination != null && this.rocherDestination.pushers != null) {
+ if (this.rocherDestination.pushers.length == 0) {
+ return;
+ }
+ var targetX = this.rocherDestination.sprite.x; //Cible principale par defaut
+ var dxHotSpotR = this.camp == humanCamp ? this.rocherDestination.dxHotLeftSpot : this.rocherDestination.dxHotRightSpot; //Point chaud du rocher
+ if (this.rocherDestination.pushers.length == 1) {
+ scoreHumain += 1; //Test passage dans la fonction
+ if (this.rocherDestination.pushers[0] == this) {
+ //Si le Buldo poussant le rocher est this
+ return targetX + dxHotSpotR; //La cible est le point chaud du rocher
+ }
+ if (this.rocherDestination.pushers[0].camp == this.camp) {
+ //Si le Buldo poussant le rocher est du meme camp
+ targetX = this.rocherDestination.pushers[0].sprite.x; //La cible principale est le Buldo allie poussant
+ dxHotSpotR = this.rocherDestination.pushers[0].dxBkHotSpot; //Le point chaud est l'arriere du Buldo allie poussant
+ }
+ }
+ if (this.rocherDestination.pushers.length == 2) {
+ if (this.rocherDestination.pushers[0].camp == this.camp) {
+ //Si le Buldo poussant le rocher est du meme camp
+ targetX = this.rocherDestination.pushers[0].sprite.x; //La cible principale est le buldo allie poussant
+ dxHotSpotR = this.rocherDestination.pushers[0].dxBkHotSpot; //Le point chaud est l'arriere du Buldo allie poussant
+ }
+ }
+ return targetX + dxHotSpotR;
+ }
+ }; //fin checkPushers
+ this.setLigneHtoR = function (rocher) {
+ this.isMovingR = true; //on indique que le Buldo est en mouvement
+ this.rocherDestination = rocher; //le point d'ancrage doit s'arreter sur le rocher
+ //Calcul du sens du deplacement horizontale : 1=droite, -1=gauche
+ this.vitesseEnCours = this.sprite.x < rocher.sprite.x ? this.vitessePS : -this.vitessePS; //on donne le sens du deplacement horizontal
+ }; //fin setLigneHtoR
this.deplaceHtoR = function (delta) {
// Vérifie si le Buldo est en mouvement
if (this.rocherDestination != null || this.rocherPushed != null) {
this.isMovingR = true; // on indique que le Buldo est en mouvement
@@ -722,8 +758,9 @@
}
if (this.isMovingR) {
if (this.rocherDestination && this.rocherDestination.sprite != null) {
var xTarget = this.checkForce(); //Abscisse x du point chaud AV du rocher ou du point chaud arriere du Buldo allie poussant
+ //var xTarget = this.checkPushers(); //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
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.