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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
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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
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Please fix the bug: 'ReferenceError: deltaSpeed is not defined' in or related to this line: 'if (distance > 0 && distance <= 250) {' Line Number: 164
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Please fix the bug: 'Script error.' in or related to this line: 'globalSpeedPerLine[line] = globalBaseSpeed;' Line Number: 621
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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
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in updateProgress, when (finishLine.isCut) , reduce globalSpeedPerLine[line] to 0 progressievly
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Please fix the bug: 'Timeout.tick error: clearInterval is not a function' in or related to this line: 'clearInterval(cutInterval);' Line Number: 351
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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
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in FinishLine, make the cut pregressive
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===================================================================
--- original.js
+++ change.js
@@ -10,9 +10,9 @@
var Athlete = Container.expand(function (line) {
var self = Container.call(this);
self.speedX = -1 * globalSpeedPerLine[line];
self.nextHurdleSpeedX = 0;
- self.jumpSpeed = -17;
+ self.jumpSpeed = -22; // -17;
self.lastJumpTime = 0;
self.interJumpDelayMs = 500;
self.gravity = 0.5;
self.lineIndex = line;
@@ -123,8 +123,10 @@
if (self.isAi) {
// AI Athlete
var nextX = self.x;
self.previousX = self.x;
+ var deltaSpeed = Math.abs(globalSpeedPerLine[self.lineIndex]) - Math.abs(globalSpeedPerLine[0]);
+ nextX += deltaSpeed;
if (!self.isFalling) {
// Normal running
if (self.isOnGround) {
// Running
@@ -137,18 +139,22 @@
// 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((self.isOnGround ? 'On ground' : 'In air') + " / y=" + self.y + " / DeltaY=" + (obstacles[self.lineIndex][0].centralRod.y - self.y) + " / distance=" + distance);
+ log((self.isOnGround ? 'On ground' : 'In air') + " / y=" + self.y + " / DeltaY=" + (obstacles[self.lineIndex][0].y - obstacles[self.lineIndex][0].centralRod.y - self.y) + " / distance=" + distance);
}
- if (distance > 0 && distance <= 250) {
+ if (distance > 0 && distance <= 300) {
self.jump();
} else if (distance > 1000) {
// When hurdle is far, apply inter-hurdle randomness
nextX += self.nextHurdleSpeedX;
}
}
} else {
+ var distance = obstacles[self.lineIndex][0].x - nextX;
+ if (self.lineIndex == 3) {
+ log((self.isOnGround ? 'On ground' : 'In air') + " / y=" + self.y + " / DeltaY=" + (obstacles[self.lineIndex][0].y - obstacles[self.lineIndex][0].centralRod.y - self.y) + " / distance=" + distance);
+ }
// Jumping
self.speedY += self.gravity * Math.abs(globalSpeedPerLine[self.lineIndex] / 10);
self.y += self.speedY * Math.abs(globalSpeedPerLine[self.lineIndex] / 10);
if (self.y >= linesGroundLevels[self.lineIndex]) {
@@ -157,9 +163,10 @@
self.speedY = 0;
self.y = linesGroundLevels[self.lineIndex];
// Define speed for next hurdle
var difficultyLevel = 1; // TODO : Move to global
- self.nextHurdleSpeedX = -3 + difficultyLevel * 3 * Math.random();
+ self.nextHurdleSpeedX = -8 + difficultyLevel * 4 * Math.random();
+ //self.nextHurdleSpeedX = 0;// TEMP DEBUG
} else {
self.jumpAnim();
}
}
@@ -205,14 +212,14 @@
}
} else {
// Falling
self.y += 5;
- if (self.y >= linesGroundLevels[self.lineIndex]) {
+ self.fallAnim();
+ if (self.y >= linesGroundLevels[self.lineIndex] + 200) {
+ // 200 for horizontal trunk offset
self.isOnGround = true;
self.speedY = 0;
- self.y = linesGroundLevels[self.lineIndex];
- } else {
- self.fallAnim();
+ self.y = linesGroundLevels[self.lineIndex] + 200;
}
}
}
self.updatePosture();
@@ -220,10 +227,9 @@
self.jump = function () {
if (Date.now() - self.lastJumpTime > self.interJumpDelayMs) {
if (self.isOnGround) {
self.isOnGround = false;
- var deltaSpeed = globalSpeedPerLine[self.lineIndex] - globalSpeedPerLine[0];
- self.speedY = self.jumpSpeed - deltaSpeed;
+ self.speedY = self.jumpSpeed;
self.lastJumpTime = Date.now();
//globalSpeedPerLine[self.lineIndex] = globalSpeedPerLine[self.lineIndex] * 1.1;
if (self.lineIndex == 3) {
log("--------------- JUMP -------------------- speedY :" + self.speedY);
@@ -451,9 +457,9 @@
var numberOfLines = 1 + numberOfOpponents;
var numberOfObstacles = 20; // Total number of hurdles
var obstacles = [[]];
var obstacleSpawnTicker = 0;
-var obstacleSpawnDistanceRate = 1.5; // Ratio of screen width between obstacles
+var obstacleSpawnDistanceRate = 2; //1.5; // Ratio of screen width between obstacles
var obstacleJustPassed = false;
var finishLine;
var stadium;
var stadiumOdd;
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.