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Please fix the bug: 'TypeError: LK.getTick is not a function' in or related to this line: 'rocher.sprite.alpha = Math.abs(Math.sin(LK.getTick() / 100)); //Clignotement du rocher' Line Number: 991
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Code edit (7 edits merged)
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Please fix the bug: 'TypeError: rocher is undefined' in or related to this line: 'var sens = this.yBase < rocher.sprite.y ? 1 : -1; //Calcul du sens de deplacement verticale : 1=bas, -1=haut' Line Number: 735
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Please fix the bug: 'ReferenceError: rochersCibles is not defined' in or related to this line: 'scoreTest = rochersCibles.length;' Line Number: 750
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Please fix the bug: 'TypeError: this.srite is undefined' in or related to this line: 'if (this.rochersCibles.length == 0 && this.srite.y != this.yBase) {' Line Number: 745
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Please fix the bug: 'ReferenceError: yBase is not defined' in or related to this line: 'sens = this.sprite.y == yBase ? -sens : sens; //Si le Buldo par face a la route, il doit se tourner vers le rocher' Line Number: 737
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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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===================================================================
--- original.js
+++ change.js
@@ -196,15 +196,15 @@
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; //hotspot X du sprite buldoRock, offset du sprite par rapport à l'ancrage
+var buldoRockHotSpotX = 40 * 2; //hotspot X du sprite buldoRock, offset du sprite par rapport à l'ancrage
var buldoRockHotSpotY = 0; //hotspot Y du sprite buldoRock
-var buldoRockBkHotSpotX = -45; //hotspot arriere du buldoRock
+var buldoRockBkHotSpotX = -28 * 2; //hotspot arriere du buldoRock
var buldoRockBkHotSpotY = 0;
-var buldoZerHotSpotX = 45; //hotspot X du sprite buldoZer, offset du sprite par rapport à l'ancrage
+var buldoZerHotSpotX = 40 * 2; //hotspot X du sprite buldoZer, offset du sprite par rapport à l'ancrage
var buldoZerHotSpotY = 0; //hotspot Y du sprite buldoZer
-var buldoZerBkHotSpotX = 45; //hotspot arriere du buldoZer
+var buldoZerBkHotSpotX = 28 * 2; //hotspot arriere du buldoZer
var buldoZerBkHotSpotY = 0;
var ordonneesRestantes = []; //liste des ordonnees non encore utilisees pour le placement des rochers
var petitRocher = 2; //taille du rocher (2=petit, 4=moyen, 8=gros)
var petitRocherDxHotLeft = -25 * 2; //hotspot X du sprite petitRocher, offset du sprite par rapport à l'ancrage
@@ -412,10 +412,12 @@
var nonPushers = []; //Liste des buldos qui ne poussent pas le rocher
this.pushers.forEach(function (buldo) {
if (buldo.isPushing) {
actualPushers.push(buldo);
+ scoreHumain = actualPushers.length;
} else {
nonPushers.push(buldo);
+ scoreOrdi = nonPushers.length;
}
});
actualPushers.sort(function (a, b) {
var distA = dist(a.sprite.x, a.sprite.y, self.sprite.x, self.sprite.y);
@@ -628,9 +630,9 @@
//Rocher detruit
targetX = this.sprite.x; //La cible principale est l'endroit ou se trouve le Buldo
dxHotSpotR = this.camp * this.dxAvHotSpot;
this.rocherDestination = null; //Plus de rocher a pousser
- this.isMovingR = null; //Fin du mouvement
+ this.isMovingR = false; //Fin du mouvement
break;
case 0:
//Trois cas possibles : zero pousseur ou un pousseur de chaque cote ou deux pousseurs de chaque cotes
if (this.rocherDestination.pushedByHuman == null && this.rocherDestination.pushedByOrdi == null) {
@@ -745,9 +747,13 @@
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
+ if (rocher && rocher.sprite) {
+ this.vitesseEnCours = this.sprite.x < rocher.sprite.x ? this.vitessePS : -this.vitessePS; //on donne le sens du deplacement horizontal
+ } else {
+ this.vitesseEnCours = 0; // Set to 0 if rocher or rocher.sprite is null to avoid errors
+ }
}; //fin setLigneHtoR
this.deplaceHtoR = function (delta) {
// Vérifie si le Buldo est en mouvement
if (this.rocherDestination != null || this.rocherPushed != null) {
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.