Code edit (1 edits merged)
Please save this source code
Code edit (6 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var distance = obstacles[self.lineIndex][0].x - nextX;' Line Number: 173
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var distance = obstacles[self.lineIndex][0].x - nextX;' Line Number: 171
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
Code edit (22 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: deltaSpeed is not defined' in or related to this line: 'if (distance > 0 && distance <= 250) {' Line Number: 164
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'globalSpeedPerLine[line] = globalBaseSpeed;' Line Number: 621
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'if (!obstacles[line].length && !finishLine.isCut) {' Line Number: 836
Code edit (1 edits merged)
Please save this source code
Code edit (17 edits merged)
Please save this source code
User prompt
in updateProgress, when (finishLine.isCut) , reduce globalSpeedPerLine[line] to 0 progressievly
Code edit (1 edits merged)
Please save this source code
Code edit (4 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Timeout.tick error: clearInterval is not a function' in or related to this line: 'clearInterval(cutInterval);' Line Number: 351
Code edit (9 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Timeout.tick error: setInterval is not a function' in or related to this line: 'var cutInterval = setInterval(function () {' Line Number: 345
User prompt
in FinishLine, make the cut pregressive
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
===================================================================
--- original.js
+++ change.js
@@ -9,8 +9,9 @@
/****************************************************************************************** */
var Athlete = Container.expand(function (line) {
var self = Container.call(this);
self.speedX = -1 * globalSpeedPerLine[line];
+ self.nextHurdleSpeedX = 0;
self.jumpSpeed = -17;
self.lastJumpTime = 0;
self.interJumpDelayMs = 500;
self.gravity = 0.5;
@@ -126,18 +127,24 @@
if (self.isRunning) {
self.runAnim();
}
} else {
+ var deltaSpeed = globalSpeedPerLine[self.lineIndex] - globalSpeedPerLine[0];
if (self.lineIndex == 3) {
- log("Current pultiplier=" + Math.abs(globalSpeedPerLine[self.lineIndex] / 10));
+ log("Delta Speed" + deltaSpeed + " /Multiplier=" + Math.abs(globalSpeedPerLine[self.lineIndex] / 10));
}
- self.speedY += self.gravity * Math.abs(globalSpeedPerLine[self.lineIndex] / 10); //self.lineIndex
- self.y += self.speedY * Math.abs(globalSpeedPerLine[self.lineIndex] / 10); //self.lineIndex
+ //self.speedY += self.gravity * Math.abs(globalSpeedPerLine[self.lineIndex] / 10); //self.lineIndex
+ //self.y += self.speedY * Math.abs(globalSpeedPerLine[self.lineIndex] / 10); //self.lineIndex
+ self.speedY += self.gravity * Math.abs((globalSpeedPerLine[self.lineIndex] - deltaSpeed) / 10); //self.lineIndex
+ self.y += self.speedY * Math.abs((globalSpeedPerLine[self.lineIndex] - deltaSpeed) / 10); //self.lineIndex
//log("self.speedY=" + self.speedY, " / self.y=" + self.y);
if (self.y >= linesGroundLevels[self.lineIndex]) {
self.y = linesGroundLevels[self.lineIndex];
self.isOnGround = true;
self.speedY = 0;
+ // Define speed for next hurdle
+ var difficultyLevel = 1; // TODO : Move to global
+ self.nextHurdleSpeedX = -6 + difficultyLevel * 3 * Math.random();
} else {
self.jumpAnim();
}
}
@@ -152,42 +159,41 @@
self.updatePosture();
/* ********************************************************** ATHLETE AI **************************************************** */
if (self.isAi) {
var nextX = self.x;
- if (!self.isFalling) {
- if (athlete.isFalling) {
- if (self.lineIndex == 3) {
- log("Player falls add=" + self.speedX);
- }
- //nextX += self.speedX;
- nextX -= globalSpeedPerLine[self.lineIndex] * 1.5;
- } else {
- //nextX += globalSpeedPerLine[self.lineIndex] * 0.5 * Math.random();
- }
- if (!athlete.isFalling && !athlete.isOnGround) {
- // Little advance when player plays jumping
- if (self.lineIndex == 3) {
- log("Player jumping add=" + self.speedX * 0.1);
- }
- //nextX += self.speedX * 0.1;
- }
+ self.previousX = self.x;
+ // Do nothing during fall or jump
+ if (self.isFalling || !self.isOnGround) {
+ return;
}
- // Auto jump hurdles in obstacles[self.lineIndex]
- if (self.isOnGround) {
- if (globalSlowDownAfterJump) {
+ // Advance right if athlete is falling
+ /*
+ if (athlete.isFalling) {
+ var advanceRate = -1.25 * globalSpeedPerLine[self.lineIndex]; // speedX;
if (self.lineIndex == 3) {
- log("globalSlowDownAfterJump SET=-10");
+ log("Player falls add=" + advanceRate);
}
- globalSpeedPerLine[self.lineIndex] = -10;
+ nextX += advanceRate;
+ }*/
+ var deltaSpeed = globalSpeedPerLine[self.lineIndex] - globalSpeedPerLine[0];
+ if (self.lineIndex == 3 && deltaSpeed) {
+ log("Delta speed=" + deltaSpeed);
+ }
+ nextX += -1 * deltaSpeed;
+ // Auto jump first hurdle of the line
+ if (obstacles[self.lineIndex].length) {
+ var distance = obstacles[self.lineIndex][0].x - nextX;
+ if (self.lineIndex == 3) {
+ log("distance=" + distance);
}
- if (obstacles[self.lineIndex].length) {
- var distance = obstacles[self.lineIndex][0].x - nextX;
- if (self.lineIndex == 3) {
- log("distance=" + distance);
- }
- if (distance > 0 && distance <= 250 + self.speedX) {
- self.jump();
- }
+ // calculate optimal distance to jump depending on current hurdle speed (globalSpeedPerLine[self.lineIndex])
+ // and jump speed (self.jumpSpeed) : trunk must be higher than hurdle when reaching it
+ var optimalDistance = 0; // To be defined
+ if (distance > 0 && distance <= 250) {
+ self.jump();
+ } else if (distance > 1000 && !deltaSpeed) {
+ // When hurdle is far, apply inter-hurdle randomness
+ nextX += self.nextHurdleSpeedX;
}
}
self.x = nextX;
self.previousX = self.x;
@@ -403,12 +409,12 @@
/****
* Game Code
****/
-// Enumeration for game states
/****************************************************************************************** */
/************************************** GLOBAL VARIABLES ********************************** */
/****************************************************************************************** */
+// Enumeration for game states
var GAME_STATE = {
INIT: 'INIT',
MENU: 'MENU',
HELP: 'HELP',
@@ -597,13 +603,9 @@
track4.y = 2732 - 1024;
// Initialize ground levels & speeds
for (var line = 0; line < numberOfLines; line++) {
linesGroundLevels[line] = groundLevel - 200 - 220 * line;
- if (typeof globalBaseSpeed !== 'undefined') {
- globalSpeedPerLine[line] = globalBaseSpeed;
- } else {
- console.error('globalBaseSpeed is not defined');
- }
+ globalSpeedPerLine[line] = globalBaseSpeed;
}
// Add Button in the center of the screen
startButton = LK.getAsset('button', {
anchorX: 0.5,
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.