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Please fix the bug: 'ReferenceError: currentPosture is not defined' in or related to this line: 'self.y = linesGroundLevels[self.lineIndex] + (currentPosture.name == startingBlockPosture.name ? 150 : 0);' Line Number: 398
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Please fix the bug: 'TypeError: obstacles[i][j] is undefined' in or related to this line: 'obstacles[i][j].destroy();' Line Number: 927
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Please fix the bug: 'ReferenceError: raceFinishTime is not defined' in or related to this line: 'if (Date.now() - raceFinishTime > 1000) {' Line Number: 726
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Please fix the bug: 'TypeError: self is undefined' in or related to this line: 'self._update_migrated = function () {' Line Number: 1155
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add an update function in StartingBlocks
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Code edit (5 edits merged)
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Migrate to the latest version of LK
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Please fix the bug: 'TypeError: t.setStageReference is not a function' in or related to this line: 'game.addChild(startingBlocks);' Line Number: 882
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Code edit (18 edits merged)
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Please fix the bug: 'TypeError: athlete.setposition is not a function' in or related to this line: 'athlete.setposition(startingBlockPosture);' Line Number: 874
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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
===================================================================
--- original.js
+++ change.js
@@ -120,9 +120,9 @@
self.leftLeg.y += (self.targetPosture.leftLeg.y - self.leftLeg.y) * speed;
self.leftLeg.rotation += (self.targetPosture.leftLeg.r - self.leftLeg.rotation) * speed;
self.leftLeg.height += (self.targetPosture.leftLeg.h - self.leftLeg.height) * speed;
};
- self.update = function () {
+ self._update_migrated = function () {
/* ********************************************************** AI ATHLETE **************************************************** */
if (self.isAi) {
// AI Athlete
var nextX = self.x;
@@ -370,9 +370,9 @@
self.isRunning = true;
};
self.stop = function () {
log("stop...");
- self.x = self.previousX || 400 + 100 * self.lineIndex;
+ self.x = self.previousX || startX + 100 * self.lineIndex;
self.y = linesGroundLevels[self.lineIndex];
self.speedY = 0;
self.trunk.rotation = 0;
self.rightArm.rotation = idlePosture.rightArm.r;
@@ -422,9 +422,9 @@
x: 580,
y: -1540
});
self.speedX = globalSpeedPerLine[0];
- self.update = function () {
+ self._update_migrated = function () {
self.speedX = globalSpeedPerLine[0];
self.x += self.speedX;
};
self.cut = function () {
@@ -467,9 +467,9 @@
x: 95,
y: -460
});
self.speedX = globalSpeedPerLine[0];
- self.update = function () {
+ self._update_migrated = function () {
self.speedX = globalSpeedPerLine[0];
self.x += self.speedX;
};
});
@@ -517,9 +517,9 @@
anchorX: 0.0,
anchorY: 0.0
});
// Method to update track position
- self.update = function () {
+ self._update_migrated = function () {
self.speedX = globalSpeedPerLine[0];
self.x += self.speedX;
// Reset position to create a continuous track effect
if (self.x <= -2048 - self.speedX * 2) {
@@ -563,8 +563,9 @@
var obstacleSpawnTicker = 0;
var obstacleSpawnDistanceRate = 1.5; // Ratio of screen width between obstacles
var obstacleJustPassed = false;
var startingBlocks = [];
+var startX = 600;
var aiJumpLeftLimit = -350;
var aiJumpRightLimit = 2048 + 512;
var finishLine;
var stadium;
@@ -829,22 +830,22 @@
// Update Progress
updateProgress();
// Update opponents
for (var i = numberOfOpponents - 1; i >= 0; i--) {
- opponents[i].update();
+ opponents[i]._update_migrated();
game.addChild(opponents[i]);
}
// Update athlete
- athlete.update();
+ athlete._update_migrated();
game.addChild(athlete);
// Check for collisions
checkForCollisions();
}
function hurdlesStarting() {
log("hurdlesStarting...");
for (var i = 0; i <= numberOfOpponents; i++) {
var athletes = [athlete].concat(opponents);
- athletes[i].update();
+ athletes[i]._update_migrated();
}
}
function cleanMenuState() {
game.removeChild(startText);
@@ -855,9 +856,9 @@
// Spawn obstacles
spawnObstacles();
// Add starting blocks to each athlete's starting position
for (var i = 0; i <= numberOfOpponents; i++) {
- startingBlocks[i] = new StartingBlocks(400 + 100 * i, linesGroundLevels[i]);
+ startingBlocks[i] = new StartingBlocks(startX + 100 * i, linesGroundLevels[i]);
game.addChild(startingBlocks[i]);
}
// Initialize opponents
for (var i = numberOfOpponents - 1; i >= 0; i--) {
@@ -926,12 +927,12 @@
}
}
function updateTracks() {
if (!(athlete.isFalling && athlete.isOnGround)) {
- track.update();
- track2.update();
- track3.update();
- track4.update();
+ track._update_migrated();
+ track2._update_migrated();
+ track3._update_migrated();
+ track4._update_migrated();
}
}
function spawnObstacles() {
// Set obstacles for line 0
@@ -967,9 +968,9 @@
// Update obstacles
for (var line = 0; line < numberOfLines; line++) {
obstacles[line] = obstacles[line] || [];
for (var i = obstacles[line].length - 1; i >= 0; i--) {
- obstacles[line][i].update();
+ obstacles[line][i]._update_migrated();
// Remove obstacle if it moves off-screen and increase global speed
if (obstacles[line][i].x < -100) {
// Assuming obstacle width is less than 100px
obstacles[line][i].destroy();
@@ -979,9 +980,9 @@
}
}
}
}
- finishLine.update();
+ finishLine._update_migrated();
}
function updateProgress() {
if (obstacleJustPassed && !finishLine.isCut) {
// Update Progress
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.