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use startingBlocks class in initHurdlesStartingState
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create a class for startingBlocks
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Please fix the bug: 'ReferenceError: athletes is not defined' in or related to this line: 'var startingBlocks = LK.getAsset('startingBlocks', {' Line Number: 826
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in initHurdlesStartingState add startingblocks to the game
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create a new posture 'startingBlockPosture'
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Please fix the bug: 'TypeError: opponents[(line - 1)] is undefined' in or related to this line: 'if (!opponents[line - 1].finishPosition && opponents[line - 1].x > finishLine.x) {' Line Number: 897
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in victoryAnim, clamp the rotations
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implement the victoryAnim
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Please fix the bug: 'TypeError: opponents[0] is undefined' in or related to this line: 'opponents[0].update();' Line Number: 706
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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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===================================================================
--- original.js
+++ change.js
@@ -137,38 +137,41 @@
// 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].y - obstacles[self.lineIndex][0].centralRod.y - self.y) + " / distance=" + distance);
+ log((self.isOnGround ? 'On ground' : 'In air') + " / x=" + self.x + " / y=" + self.y + " / DeltaY=" + (obstacles[self.lineIndex][0].y - obstacles[self.lineIndex][0].centralRod.y - self.y) + " / distance=" + distance);
}
- if (distance > 0 && distance <= 300) {
+ if (self.x > -100 && self.x < 2148 && distance > 0 && distance <= 300) {
self.jump();
- } else if (distance > 1000) {
- // When hurdle is far, apply inter-hurdle randomness
- nextX += self.nextHurdleSpeedX;
+ } else {
+ var normalize = self.nextHurdleSpeedX;
+ normalize = self.x < -200 ? Math.abs(normalize) : normalize;
+ normalize = self.x > 2248 ? -4 * Math.abs(normalize) : normalize;
+ normalize = self.x > 3000 ? -10 * Math.abs(normalize) : normalize;
+ nextX += normalize;
}
}
} else {
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].y - obstacles[self.lineIndex][0].centralRod.y - self.y) + " / distance=" + distance);
+ log((self.isOnGround ? 'On ground' : 'In air') + " / x=" + self.x + " / y=" + self.y + " / DeltaY=" + (obstacles[self.lineIndex][0].y - obstacles[self.lineIndex][0].centralRod.y - self.y) + " / distance=" + distance);
}
- // Jumping - if not running, finish the jump
- self.speedY += self.gravity * Math.abs(globalSpeedPerLine[self.lineIndex] / 10) + (!self.isRunning ? 0.5 : 0);
- self.y += self.speedY * Math.abs(globalSpeedPerLine[self.lineIndex] / 10) + (!self.isRunning ? self.speedY : 0);
- if (self.y >= linesGroundLevels[self.lineIndex]) {
- // Reached the ground
- self.isOnGround = true;
- self.speedY = 0;
- self.y = linesGroundLevels[self.lineIndex];
- // Define speed for next hurdle
- var difficultyLevel = 1; // TODO : Move to global
- self.nextHurdleSpeedX = -7 + difficultyLevel * 9 * Math.random();
- } else {
- self.jumpAnim();
- }
}
+ // Jumping - if not running, finish the jump
+ self.speedY += self.gravity * Math.abs(globalSpeedPerLine[self.lineIndex] / 10) + (!self.isRunning ? 0.5 : 0);
+ self.y += self.speedY * Math.abs(globalSpeedPerLine[self.lineIndex] / 10) + (!self.isRunning ? self.speedY : 0);
+ if (self.y >= linesGroundLevels[self.lineIndex]) {
+ // Reached the ground
+ self.isOnGround = true;
+ self.speedY = 0;
+ self.y = linesGroundLevels[self.lineIndex];
+ // Define speed for next hurdle
+ var difficultyLevel = 1; // TODO : Move to global
+ self.nextHurdleSpeedX = -7 + difficultyLevel * 9 * Math.random();
+ } else {
+ self.jumpAnim();
+ }
}
} else {
// Falling
self.y += 5;
@@ -457,9 +460,9 @@
var numberOfOpponents = 3; // Adjust based on the actual number of opponents in the game
var groundLevel = 2732 - 200; // Ground level set 200px from the bottom
var linesGroundLevels = []; // Ground level set 200px from the bottom
var numberOfLines = 1 + numberOfOpponents;
-var numberOfObstacles = 2; //20; // Total number of hurdles
+var numberOfObstacles = 20; // Total number of hurdles
var obstacles = [[]];
var obstacleSpawnTicker = 0;
var obstacleSpawnDistanceRate = 1.5; // Ratio of screen width between obstacles
var obstacleJustPassed = false;
@@ -490,9 +493,9 @@
name: "idlePosture",
trunk: {
x: 0,
y: 0,
- r: 0.125
+ r: 0 //0.125
},
head: {
x: 0,
y: 0
Elongated elipse with black top half and white bottom half.
full close and front view of empty stands. retro gaming style
delete
delete
Basquettes Γ 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
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gold athletics medal with ribbon. retro gaming style
a black oval with a crying smiley face.