Code edit (1 edits merged)
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Please fix the bug: 'ReferenceError: opponent1 is not defined' in or related to this line: 'opponent1.update();' Line Number: 453
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'rightArm')' in or related to this line: 'self.rightArm.rotation = idlePosture.rightArm.r;' Line Number: 236
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add an opponent1 athlete at x=400, y=groundLevel-200-220
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Please fix the bug: 'ReferenceError: runningArmAngle is not defined' in or related to this line: 'log("Posture rightArm.rotation=" + runningArmAngle);' Line Number: 110
Code edit (1 edits merged)
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Code edit (8 edits merged)
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In jumpAnim replace LK.ticks bt Date.now()
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In jumpAnim add modulos to lehs rotations to ensure values stay consistent
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Please fix the bug: 'Script error.' in or related to this line: 'athlete.reset();' Line Number: 435
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Please fix the bug: 'ReferenceError: isFalling is not defined' in or related to this line: 'obstacleSpawnTicker += isFalling ? 0 : 1;' Line Number: 474
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Please fix the bug: 'Timeout.tick error: fallSpeed is not defined' in or related to this line: 'self.rightArm.rotation += (Math.PI / 2 - self.rightArm.rotation) * fallSpeed;' Line Number: 245
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add obstaclesLine2
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add a second line of obstacles
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Please fix the bug: 'ReferenceError: track4 is not defined' in or related to this line: 'track4.update();' Line Number: 458
===================================================================
--- original.js
+++ change.js
@@ -90,8 +90,9 @@
}
if (self.targetPosture && self.targetPosture.head) {
self.head.x += (self.targetPosture.head.x - self.head.x) * speed;
}
+ self.trunk.rotation += (self.targetPosture.trunk.r - self.trunk.rotation) * speed;
self.head.y += (self.targetPosture.head.y - self.head.y) * speed;
self.rightArm.x += (self.targetPosture.rightArm.x - self.rightArm.x) * speed;
self.rightArm.y += (self.targetPosture.rightArm.y - self.rightArm.y) * speed;
self.rightArm.rotation += (self.targetPosture.rightArm.r - self.rightArm.rotation) * speed;
@@ -219,8 +220,23 @@
// Set new posture
self.targetPosture = newPosture;
}
};
+ self.restore = function () {
+ log("restore...");
+ self.x = 400;
+ self.y = groundLevel - 200;
+ self.setPosture(idlePosture);
+ self.isFalling = false;
+ self.isOnGround = true;
+ self.hasFlashed = false;
+ self.hasFlashedGround = false;
+ self.trunk.rotation = 0;
+ self.rightArm.rotation += (Math.PI / 2 - self.rightArm.rotation) * fallSpeed;
+ self.leftArm.rotation += (Math.PI / 2 - self.leftArm.rotation) * fallSpeed;
+ self.rightLeg.rotation += (Math.PI / 2 - self.rightLeg.rotation) * fallSpeed;
+ self.leftLeg.rotation += (Math.PI / 2 - self.leftLeg.rotation) * fallSpeed;
+ };
});
/****************************************************************************************** */
/************************************** OBSTACLE CLASS ************************************ */
/****************************************************************************************** */
@@ -308,8 +324,9 @@
var track3;
var track4;
var scoreTxt;
var globalSpeed = -10; //-10; // Global speed for tracks and obstacles min = -4
+var fallSpeed = 0.1; // Define fallSpeed in the global scope
var globalSpeedIncreaseStep = 5;
var isDebug = true;
var debugMarker;
/****************************************************************************************** */
@@ -318,9 +335,10 @@
var idlePosture = {
name: "idlePosture",
trunk: {
x: 0,
- y: 0
+ y: 0,
+ r: 0.125
},
head: {
x: 0,
y: 0
@@ -453,10 +471,10 @@
obstacles.push(newObstacle);
game.addChild(newObstacle);
// Line 2
var newObstacle2 = new Obstacle(obstaclesLine2.length);
- newObstacle2.x = 2048; // Start from the right edge
- newObstacle2.y = groundLevel + 200;
+ newObstacle2.x = 2048 + 100; // Start from the right edge
+ newObstacle2.y = groundLevel + 200 - 220;
obstaclesLine2.push(newObstacle2);
game.addChild(newObstacle2);
}
}
@@ -512,9 +530,11 @@
LK.effects.flashScreen(0xff0000, 500); // Flash screen red for half a second
athlete.hasFlashedGround = true;
globalSpeed = 0;
LK.setTimeout(function () {
- LK.showGameOver(); // Show game over screen
+ //LK.showGameOver(); // Show game over screen
+ athlete.restore();
+ globalSpeed = -10;
}, 1000); // Delay game over to allow fall animation to be seen
}
}
/****************************************************************************************** */
Elongated elipse with black top half and white bottom half.
full close and front view of empty stands. retro gaming style
delete
delete
Basquettes à ressort futuriste. vue de profile. Retro gaming style
a blue iron man style armor flying. Retro gaming style
a blue iron man style armor flying horizontally. Retro gaming style
round button with a big "up" arrow icon and a small line under it. UI
A big black horizontal arrow pointing left with centred text 'YOU' in capital letters, painted on an orange floor.. horizontal and pointing left
remove
gold athletics medal with ribbon. retro gaming style
a black oval with a crying smiley face.