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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
@@ -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 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.