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/**** * Classes ****/ // Class for the Coconut var Coconut = Container.expand(function () { var self = Container.call(this); var coconutGraphics = self.attachAsset('coconut', { anchorX: 0.5, anchorY: 0.5 }); self.isFalling = false; self.isBouncing = false; self.Xintercept = 0; //Abscisse d'interception du coconut avec le parasol self.Yintercept = 0; //Ordonnée d'interception du coconut avec le parasol self.trajectory = new Trajectory(); self.update = function () { if (self.trajectory.typeTrajectory == -1) { self.trajectory.updateStatic(); } if (self.trajectory.typeTrajectory == 0) { self.trajectory.updateLinear(); } if (self.trajectory.typeTrajectory == 1) { self.trajectory.updateParabol(); } self.y = self.trajectory.y; self.x = self.trajectory.x; self.isFalling = self.trajectory.isFalling; if (self.y > 2732) { self.destroy(); } }; //fin update }); //<Assets used in the game will automatically appear here> // Class for the Monkey var Monkey = Container.expand(function () { var self = Container.call(this); var monkeyAsset = self.attachAsset('monkey', { anchorX: 0.5, anchorY: 0.5 }); // Function to change the asset self.changeAsset = function (newAssetId) { // Remove the existing asset self.removeChild(initialAsset); monkeyAsset.destroy(); // Attach the new asset monkeyAsset = self.attachAsset(newAssetId, { anchorX: 0.5, anchorY: 0.5 }); }; self.update = function () { // Monkey logic can be added here }; }); // Class for the Parasol var Parasol = Container.expand(function () { var self = Container.call(this); var parasolGraphics = self.attachAsset('parasol', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Parasol logic can be added here }; }); //Class for the trajectory of the coconut //Gestion d'une trajectoire parabolique de sommet ((X1 + X2)/2, Yh) //et de point de départ (X1, Y0) et d'arrivée (X2, Y0) avec Y0 > Yh et X1 < X2 et Yh != Y0 != 0 et X1 != X2 != 0 //la fonction de mise à jour calcule la position du point suivant en fonction de speed . //L'equation de la trajectoire est de la forme y = a(x - X1)(x - X2) + Y0 avec a = 4(Y0 - Yh)/((X1 - X2)(X1 - X2)) //Pour la trajectoire linéaire, le point de départ est (X1, Yh) et le point d'arrivée est (X1, Y0) //Le temps de parcours est totalTicks que se soit pour la trajectoire linéaire ou parabolique var Trajectory = Container.expand(function () { var self = Container.call(this); var trajectoryGraphics = self.attachAsset('trajectory', { anchorX: 0.5, anchorY: 0.5 }); self.typeTrajectory = 0; //-1: static, 0: linear, 1: parabolic self.X1 = 0; self.X2 = 0; self.Y0 = 0; self.Yh = 0; self.a = 0; self.x = 0; self.y = 0; self.totalTicks = 0; //Nombre total de ticks pour passer de X1 à X2 self.distPerTick = 0; //Distance parcourue par tick self.isStarted = false; //Indique si la trajectoire a commencé self.setParameters = function (typeTrajectory, X1, X2, Y0, Yh, totalTicks) { //Initialisation des paramètres de la trajectoire self.typeTrajectory = typeTrajectory; self.X1 = X1; self.X2 = X2; self.Y0 = Y0; self.Yh = Yh; self.totalTicks = totalTicks; self.isStarted = false; if (self.typeTrajectory == -1) { self.x = self.X1; self.y = self.Y0; } if (self.typeTrajectory == 0) { self.x = self.X1; self.y = self.Yh; distPerTick = (self.Y0 - self.Yh) / self.totalTicks; } if (self.typeTrajectory == 1) { self.x = self.X1; self.y = self.Y0; self.a = 4 * (self.Y0 - self.Yh) / ((self.X1 - self.X2) * (self.X1 - self.X2)); self.distPerTick = (self.X2 - self.X1) / self.totalTicks; } //scoreTest = "typeTrajectory: " + typeTrajectory + " X1: " + self.X1 + " X2: " + self.X2 + " Y0: " + self.Y0 + " Yh: " + self.Yh + " totalTicks: " + self.totalTicks; }; //fin setParameters self.updateStatic = function () { var lastY = self.y; self.isFalling = lastY < self.y; }; //fin updateStatic self.updateLinear = function () { // Trajectory logic can be added here var lastY = self.y; if (self.isStarted) { if (self.y < self.Y0) { self.y += distPerTick; //scoreTest = "x= " + self.x + " y= " + self.y + " distPerTick= " + self.distPerTick; } } self.isFalling = lastY < self.y; }; //fin updateLinear self.updateParabol = function () { //scoreTest += 1; // Trajectory logic can be added here var lastY = self.y; if (self.isStarted) { self.x += self.distPerTick; self.y = self.a * (self.x - self.X1) * (self.x - self.X2) + self.Y0; //scoreTest = "x= " + self.x + " y= " + self.y + " a= " + self.a + " distPerTick= " + self.distPerTick; } self.isFalling = lastY < self.y; }; //fin updateParabol }); /**** * Initialize Game ****/ //fin class Trajectory var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ /**** * Game zones and backgrounds ****/ /**** * GAME DESCRIPTION: * Game Principle: * NAME: COCO MONKEY V1.0 by Dalhem 2024 * -There is beach where people are enjoying the sun by the shadow of palm trees. * -Above them, three palm trees are growing coconuts. * -In the trees, a monkey is throwing coconuts from the top of the trees, thus three points of departure. * -The player controls a guy who holding a parasol to protect everyone from the coconuts. * -The coconuts are falling at a regular speed, falling in straight lines. * -If a coconut touches the parasol, the player earns points. * -If a coconut touches the ground, the player loses a life. * -The game is over when the player has no more lives. * Game Areas: * The screen is divided into 3 main zones in the following descending order: 1. Score area: displays the player's score. 2. The main game area: where the game takes place, it is divided into 3 zones corresponding to the 3 points of departure of the coconuts : * The left zone: the coconuts fall from the left tree. * The center zone: the coconuts fall from the center tree. * The right zone: the coconuts fall from the right tree. 3. Options area (or advertisement). * Game Progression: * At the beginning of the game, the player has 0 points. * The player has 3 lives. * The player can move the parasol by dragging it. * The monkey throws coconuts at a regular interval randomly from the top of the trees. * When a coconut touches the parasol, it bounces up following a parabolic trajectory. * The parabolic trajectory depends on the angle of the parasol: * The more the parasol is inclined, the more the coconut will bounce back : * If the parasol is in the left zone, the coconut may bounce following a parabolic trajectory : * to the left, thus outside the screen. * to the right, thus towards the center zone. * to the extrem right, thus towards the right zone. * If the parasol is in the center zone, the coconut may bounce following a parabolic trajectory : * to the left, thus towards the left zone. * to the extrem left, thus outside the screen. * to the right, thus towards the right zone. * to the extrem right, thus outside the screen. * If the parasol is in the right zone, the coconut may bounce following a parabolic trajectory : * to the left, thus towards the center zone. * to the extrem left, thus towards the left zone. * to the right, thus outside the screen. * the parasol has three zones of influence: * The left zone: the coconut will bounce to the extrem left. * The center zone: the coconut will randomly bounce to the left or to the right. * The right zone: the coconut will bounce to the extrem right. ****/ var ScoreZone = { x: 0, y: 0, width: game.width, height: 200 * game.height / 2732 }; var MainZone = { x: 0, y: ScoreZone.height, width: game.width, height: game.height - 2 * ScoreZone.height }; var OptionsZone = { x: 0, y: game.height - ScoreZone.height, width: game.width, height: 200 * game.height / 2732 }; setBackGroundImage('backGroundBeach', 0, 0, game.width, game.height); /**** * Autres ****/ var monkeyLevel = 200; var monkey = game.addChild(new Monkey()); monkey.x = 2048 / 2; monkey.y = monkeyLevel; game.addChild(monkey.sprite); var parasol = game.addChild(new Parasol()); parasol.x = 2048 / 2; parasol.y = OptionsZone.y - 400; var coconutsInTree = []; //Tableau des coconuts dans les arbres var coconuts = []; //Tableau des coconuts en mouvement var nombreCoconuts = 15; //Nombre de coconuts en mouvement en même temps var sommetParaboleHaute = ScoreZone.height + 200; var sommetParaboleBasse = ScoreZone.height + 400; var nbTicksToBounceHight = 500; var nbTicksTobounceLow = 500; var nbTicksBeforeThrow = 200; var nbTicksLeftBeforeNextThrow = 0; var score = 0; var scoreTest = 0; var startPoints = [XL = game.width / 4, XC = game.width / 2, XR = 3 * game.width / 4]; // Define the startPoints array var parasolLevel = OptionsZone.y - 600; var groundLevel = OptionsZone.y - 300; /**** * Init game * ***/ setCocoInTree(); /**** * Score ****/ var livesLeft = 3; //Nombre de vies restantes var livesLeftGraphics = []; //Tableau des sprites 'life' représentant les vies restantes var scoreTestText = new Text2('0', { size: 30, fill: "#FFFFFF", anchorX: 0.5, anchorY: 0 }); LK.gui.topLeft.addChild(scoreTestText); var scoreTxt = new Text2('0', { size: 150, fill: "#ff0000", anchorX: 0.5, anchorY: 0 }); LK.gui.top.addChild(scoreTxt); game.down = function (x, y, obj) { parasol.x = x; parasol.y = parasolLevel; }; game.move = function (x, y, obj) { parasol.x = x; parasol.y = parasolLevel; }; /**** * Functions ****/ //Fonction setBackGroundImage : permet de définir l'image de fond du jeu function setBackGroundImage(image, x, y, width, height) { backGroundImage = LK.getAsset(image, { x: x, y: y, width: width, height: height }); game.addChild(backGroundImage); } //Fin de la fonction setBackGroundImage function updateScoreTest(nouveauScore) { scoreTestText.setText(nouveauScore); } //fin updateScoreTest function updateScore(nouveauScore) { scoreTxt.setText(nouveauScore); } //fin updateScore function setLivesLeft() { //Affiche le nombre de vies restantes (sprite 'life' ) dans le coin supérieur gauche //Commence par effacer les vies restantes s'il y en a if (livesLeft != livesLeftGraphics.length) { for (var i = livesLeftGraphics.length - 1; i >= livesLeft; i--) { if (livesLeftGraphics[i]) { game.removeChild(livesLeftGraphics[i]); livesLeftGraphics[i].destroy(); livesLeftGraphics.splice(i, 1); } } } //Crée des sprites 'life' si nécessaire (si livesLeft > livesLeftGraphics.length) if (livesLeft > livesLeftGraphics.length) { for (var i = livesLeftGraphics.length; i < livesLeft; i++) { var lifeGraphics = LK.getAsset('life', { anchorX: 0.5, anchorY: 0, scaleX: 1, scaleY: 1, x: ScoreZone.x + 100 + 100 * i, y: ScoreZone.y + 100 }); livesLeftGraphics.push(lifeGraphics); } } //Affiche les sprites 'life' dans le coin supérieur gauche for (var i = 0; i < livesLeft; i++) { game.addChild(livesLeftGraphics[i]); } } //fin setLivesLeft //Fonction setCocoInTree: crée un coconut dans un arbre //Les coconuts sont créés au nombre de nombreCoconuts //puis elles réparties aléatoirement mais équitablement dans les arbres autour des trois points de départ (XL, XC, XR) + ou - 50 pixels //Elles sont stockées dans le tableau coconutsInTree function setCocoInTree() { for (var i = 0; i < nombreCoconuts; i++) { var newCoconut = new Coconut(); // Choisir aléatoirement un point de départ var randomIndex = Math.floor(Math.random() * startPoints.length); var randomDeltaX = Math.floor(Math.random() * 100) - 50; var randomDeltaY = Math.floor(Math.random() * 100) - 50; var typeTrajectory = -1; //Trajectoire statique var X1 = startPoints[randomIndex] + randomDeltaX; //var X1 = startPoints[1]; var X2 = X1; var Y0 = monkeyLevel + randomDeltaY; var Yh = Y0; var totalTicks = 0; newCoconut.trajectory.setParameters(typeTrajectory, X1, X2, Y0, Yh, totalTicks); coconutsInTree.push(newCoconut); } //Affiche les coconuts dans les arbres for (var i = 0; i < coconutsInTree.length; i++) { game.addChild(coconutsInTree[i]); } } //fin setCocoInTree //Fonction chooseNextStartPoint: choisit aléatoirement un point de départ d'un coconut //Renvoie un objet Coconut function chooseNextStartPoint() { var newCoconut = new Coconut(); // Choisir aléatoirement un point de départ var randomIndex = Math.floor(Math.random() * startPoints.length); var typeTrajectory = 0; newCoconut.isFalling = true; var X1 = startPoints[randomIndex]; var X2 = X1; var Y0 = groundLevel; var Yh = monkeyLevel; var totalTicks = 500; newCoconut.trajectory.setParameters(typeTrajectory, X1, X2, Y0, Yh, totalTicks); coconuts.push(newCoconut); moveMonkeyToStartPoint(X1, monkeyLevel); return newCoconut; } //fin chooseNextStartPoint //Fonction chooseNextCoconut: choisit aléatoirement un coconut dans les arbres //Renvoie un objet Coconut function chooseNextCoconut() { var randomIndex = Math.floor(Math.random() * coconutsInTree.length); var newCoconut = coconutsInTree[randomIndex]; coconutsInTree.splice(randomIndex, 1); moveMonkeyToCoconut(newCoconut); var typeTrajectory = 0; //Trajectoire linéaire newCoconut.isFalling = true; var X1 = newCoconut.x; var X2 = X1; var Y0 = groundLevel; var Yh = newCoconut.y; var totalTicks = 500; newCoconut.trajectory.setParameters(typeTrajectory, X1, X2, Y0, Yh, totalTicks); coconuts.push(newCoconut); return newCoconut; } //fin chooseNextCoconut //Fonction moveMoveMonkeyToCoconut: déplace le monkey au point de depart du coconut function moveMonkeyToCoconut(coconut) { //Efface le monkey de l'écran game.removeChild(monkey); monkey.x = coconut.x; monkey.y = coconut.y; coconut.trajectory.isStarted = true; game.addChild(monkey); } //fin moveMonkeyToCoconut //Fonction checkPosition : donne la position XL, XC, ou XR la plus proche de la position x du parasol function checkPosition(parasol) { var deltaX = Math.abs(parasol.x - XL); var deltaY = Math.abs(parasol.x - XC); var deltaZ = Math.abs(parasol.x - XR); var Xreturn = -1; if (deltaX <= parasol.width / 2) { Xreturn = XL; } if (deltaY <= parasol.width / 2) { Xreturn = XC; } if (deltaZ <= parasol.width / 2) { Xreturn = XR; } return Xreturn; } //fin checkPosition //Fonction zoneIntersectParasol: renvoie la zone du parasol qui intersecte le coconut (0 : zone de gauche, 1 : zone centrale de gauche, 2 : zone centrale de droite, 3 : zone de droite) //Sachant que l'ancrage du parasol est en (0.5, 0.5) et que l'ancrage du coconut est en (0.5, 0.5) //La zone 0 est la zone de gauche, la zone 1 est la zone centrale, la zone 2 est la zone de droite function zoneIntersectParasol(coconut) { var zone = -1; var oneThirdParasol = parasol.width / 3; var parasolCenter = parasol.x; var coconutCenter = coconut.x; var deltaXToCenter = parasolCenter - coconutCenter; //distance du centre du coconut par rapport au centre du parasol (positif si à gauche, négatif si à droite) if (deltaXToCenter > oneThirdParasol / 2) { //La coco se trouve dans la zone gauche au delà du tiers gauche zone = 0; } if (deltaXToCenter <= oneThirdParasol / 2 && deltaXToCenter >= 0) { //La coco se trouve dans la zone gauche entre le tiers gauche et le centre du parasol zone = 1; } if (deltaXToCenter >= -oneThirdParasol / 2 && deltaXToCenter <= 0) { //La coco se trouve dans la zone droite entre le centre du parasol et le tiers droit zone = 2; } if (deltaXToCenter < -oneThirdParasol / 2) { //La coco se trouve dans la zone droite au delà du tiers droit zone = 3; } return zone; } //fin zoneIntersectParasol //Fonction changeTrajectory: change la trajectoire d'un coconut en fonction de la position du parasol en XL, XC ou XR (position de startPoints) //Si la position du parasol est en XL le coconut rebondit aléatoirement : // - vers la gauche, donc vers l'extérieur de l'écran // - vers la droite, donc vers la zone centrale avec une parabole de somment sommetParaboleHaute // - vers l'extrême droite, donc vers la zone de droite avec une parabole de somment sommetParaboleBasse //Si la position du parasol est en XC le coconut rebondit aléatoirement : // - vers la gauche, donc vers la zone de gauche avec une parabole de somment sommetParaboleHaute // - vers l'extrême gauche, donc vers l'extérieur de l'écran // - vers la droite, donc vers la zone de droite avec une parabole de somment sommetParaboleHaute // - vers l'extrême droite, donc vers l'extérieur de l'écran //Si la position du parasol est en XR le coconut rebondit aléatoirement : // - vers la droite, donc vers l'extérieur de l'écran // - vers la gauche, donc vers la zone centrale avec une parabole de somment sommetParaboleHaute // - vers l'extrême gauche, donc vers la zone de gauche avec une parabole de somment sommetParaboleBasse function changeTrajectory(coconut, randomIndex) { if (randomIndex != 0 && randomIndex != 1 && randomIndex != 2 && randomIndex != 3) { randomIndex = Math.floor(Math.random() * 4); } var Xposition = checkPosition(parasol); var deltaX = Math.abs(coconut.x - Xposition); if (Xposition == XL) { if (randomIndex == 0) { //vers la gauche, sortie de l'écran coconut.trajectory.setParameters(1, coconut.x, -XL - deltaX, coconut.y, sommetParaboleBasse, nbTicksToBounceHight); } if (randomIndex == 1) { //vers la gauche, sortie de l'écran coconut.trajectory.setParameters(1, coconut.x, -XL - deltaX, coconut.y, sommetParaboleHaute, nbTicksToBounceHight); } if (randomIndex == 2) { //vers le centre, parabole haute coconut.trajectory.setParameters(1, coconut.x, XC - deltaX, coconut.y, sommetParaboleHaute, nbTicksToBounceHight); } if (randomIndex == 3) { //vers l'extrême droite, parabole basse coconut.trajectory.setParameters(1, coconut.x, XR - deltaX, coconut.y, sommetParaboleBasse, nbTicksTobounceLow); } } else if (Xposition == XC) { if (randomIndex == 0) { //vers la gauche, sortie d'ecran coconut.trajectory.setParameters(1, coconut.x, -XL + deltaX, coconut.y, sommetParaboleBasse, nbTicksTobounceLow); } if (randomIndex == 1) { //vers la gauche, parabole haute coconut.trajectory.setParameters(1, coconut.x, XL + deltaX, coconut.y, sommetParaboleHaute, nbTicksToBounceHight); } if (randomIndex == 2) { //Vers la droite, parabole haute coconut.trajectory.setParameters(1, coconut.x, XR - deltaX, coconut.y, sommetParaboleHaute, nbTicksToBounceHight); } if (randomIndex == 3) { //Vers la droite, sortie d'ecran coconut.trajectory.setParameters(1, coconut.x, XR + 2 * XL - deltaX, coconut.y, sommetParaboleBasse, nbTicksTobounceLow); } } else if (Xposition == XR) { if (randomIndex == 0) { //vers l'extrême gauche, parabole basse coconut.trajectory.setParameters(1, coconut.x, XL + deltaX, coconut.y, sommetParaboleBasse, nbTicksTobounceLow); } if (randomIndex == 1) { //vers le centre, parabole haute coconut.trajectory.setParameters(1, coconut.x, XC + deltaX, coconut.y, sommetParaboleHaute, nbTicksToBounceHight); } if (randomIndex == 2) { //vers la droite, sortie de l'écran coconut.trajectory.setParameters(1, coconut.x, XR + 2 * XL - deltaX, coconut.y, sommetParaboleHaute, nbTicksToBounceHight); } if (randomIndex == 3) { //vers l'extrême gauche, parabole haute coconut.trajectory.setParameters(1, coconut.x, XR + 2 * XL - deltaX, coconut.y, sommetParaboleBasse, nbTicksTobounceLow); } } } //fin changeTrajectory /**** * Main loop ****/ game.update = function () { //Mise à jour score //scoreTest = livesLeft; //scoreTest = "Coconuts restantes: " + coconuts.length; updateScoreTest(scoreTest); updateScore(score); //Mise à jour des trajectoires des coconuts for (var i = coconuts.length - 1; i >= 0; i--) { coconuts[i].update(); } //Vérifier si un coco a touché le sol for (var i = coconuts.length - 1; i >= 0; i--) { if (coconuts[i].y >= groundLevel / 2 && (coconuts[i].x < 0 || coconuts[i].x > game.width)) { //Si le coco est sorti de l'écran sur les côtés coconuts[i].destroy(); coconuts.splice(i, 1); } else if (coconuts[i].y >= groundLevel) { //Si le coco est tombé au sol LK.effects.flashScreen(0xff0000, 1000); coconuts[i].destroy(); coconuts.splice(i, 1); livesLeft -= 1; if (livesLeft == 0) { setLivesLeft(); LK.showGameOver(); } } } //Check if a coconut has touched the parasol et changement de trajectoire for (var i = coconuts.length - 1; i >= 0; i--) { var deltaX = Math.abs(coconuts[i].x - parasol.x); var deltaY = parasol.y - coconuts[i].y; var isCloseEnough = deltaY > 0 && deltaY < 150; if (coconuts[i].intersects(parasol) && coconuts[i].isFalling && deltaX < parasol.width / 2 && isCloseEnough) { coconuts[i].Xintercept = parasol.x; coconuts[i].Yintercept = coconuts[i].y; score += 10; coconuts[i].isFalling = false; var bouncingSoundList = ['bouncing1', 'bouncing2', 'bouncing3']; var bouncingSound = bouncingSoundList[Math.floor(Math.random() * bouncingSoundList.length)]; LK.getSound(bouncingSound).play(); changeTrajectory(coconuts[i], zoneIntersectParasol(coconuts[i])); coconuts[i].trajectory.isStarted = true; coconuts[i].isBouncing = true; } } //Autres actions à effectuer sans urgence if (LK.ticks % 60 == 0) { //Afficher les coeurs setLivesLeft(); // Récupérer un coconut dans les arbres et le faire tomber si l'heure est venue if (coconutsInTree.length > 0 && nbTicksLeftBeforeNextThrow <= 0) { var newCoconut = chooseNextCoconut(); newCoconut.trajectory.isStarted = true; game.addChild(newCoconut); nbTicksLeftBeforeNextThrow = nbTicksBeforeThrow; } else { nbTicksLeftBeforeNextThrow -= 60; } } };
===================================================================
--- original.js
+++ change.js
@@ -34,16 +34,23 @@
//<Assets used in the game will automatically appear here>
// Class for the Monkey
var Monkey = Container.expand(function () {
var self = Container.call(this);
- self.sprite = LK.getAsset('monkey', {
+ var monkeyAsset = self.attachAsset('monkey', {
anchorX: 0.5,
anchorY: 0.5
});
- //var monkeyGraphics = self.attachAsset('monkey', {
- // anchorX: 0.5,
- // anchorY: 0.5
- //});
+ // Function to change the asset
+ self.changeAsset = function (newAssetId) {
+ // Remove the existing asset
+ self.removeChild(initialAsset);
+ monkeyAsset.destroy();
+ // Attach the new asset
+ monkeyAsset = self.attachAsset(newAssetId, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ };
self.update = function () {
// Monkey logic can be added here
};
});
@@ -218,13 +225,12 @@
/****
* Autres
****/
var monkeyLevel = 200;
-//var monkey = game.addChild(new Monkey());
-var monkey = new Monkey();
+var monkey = game.addChild(new Monkey());
+monkey.x = 2048 / 2;
+monkey.y = monkeyLevel;
game.addChild(monkey.sprite);
-monkey.sprite.x = 2048 / 2;
-monkey.sprite.y = monkeyLevel;
var parasol = game.addChild(new Parasol());
parasol.x = 2048 / 2;
parasol.y = OptionsZone.y - 400;
var coconutsInTree = []; //Tableau des coconuts dans les arbres