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in menuHandling use ticks instead of setInterval
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Please fix the bug: 'Timeout.tick error: game.getChildByName is not a function' in or related to this line: 'var drone = game.getChildByName('drone');' Line Number: 925
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in menuHandling, alternate visibility of the drones
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in initMenuState , use drone class
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create a new Drone class
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in checkForCollisions, the setTimeout uses the iterator line, this can cause unwanted behaviour, secrure this part of the code
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Please fix the bug: 'Timeout.tick error: opponents[(line - 1)] is undefined' in or related to this line: 'opponents[line - 1].isRunning = true;' Line Number: 1217
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Please fix the bug: 'ReferenceError: blocker is not defined' in or related to this line: 'if (blocker) {' Line Number: 1111
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Please fix the bug: 'Timeout.tick error: opponents[(line - 1)] is undefined' in or related to this line: 'opponents[line - 1].isRunning = true;' Line Number: 1210
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Please fix the bug: 'Timeout.tick error: opponents[(line - 1)] is undefined' in or related to this line: 'log("Line " + line + " : opponent " + opponents[line - 1].lineIndex + " Restore after block");' Line Number: 1207
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Please fix the bug: 'Timeout.tick error: opponents[(line - 1)] is undefined' in or related to this line: 'opponents[line - 1].isRunning = true;' Line Number: 1203
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Please fix the bug: 'Timeout.tick error: opponent is not defined' in or related to this line: 'opponent.restore();' Line Number: 1202
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/**** 
* Classes
****/ 
/****************************************************************************************** */ 
/**************************************** CLASSES ***************************************** */
/****************************************************************************************** */ 
/****************************************************************************************** */ 
/************************************* ATHLETE CLASS ************************************** */
/****************************************************************************************** */ 
var Athlete = Container.expand(function (line) {
	var self = Container.call(this);
	self.speedX = -1 * globalSpeedPerLine[line];
	self.nextHurdleSpeedX = 0;
	self.jumpSpeed = -20; // -17;
	self.lastJumpTime = 0;
	self.interJumpDelayMs = 500;
	self.gravity = 0.5;
	self.lineIndex = line;
	self.isAi = line > 0;
	self.isOnGround = true;
	self.isRunning = false;
	self.isFalling = false; // Indicates if the athlete is currently falling
	self.currentPosture = ""; // Store the name of the current posture
	self.isChangingPosture = false; // 0 when idle or moving down, 1 when moving up
	self.nextPosture = null;
	self.tint = colorsArray[self.lineIndex % colorsArray.length];
	self.previousX = 0;
	// BODY PARTS
	self.trunk = self.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1,
		scaleY: 1,
		rotation: 0.125,
		tint: 0x000000 //self.tint // TEMP DEBUG
	});
	self.head = self.trunk.attachAsset('head', {
		anchorX: 0.5,
		anchorY: 2,
		scaleX: 1,
		scaleY: 1,
		tint: 0x000000 // self.tint
	});
	self.rightArm = self.trunk.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 0,
		scaleX: 1,
		scaleY: 1,
		tint: self.tint
	});
	// Right hand asset attachment removed
	self.leftArm = self.trunk.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 0,
		scaleX: 1,
		scaleY: 1,
		tint: self.tint
	});
	// Left hand asset attachment removed
	self.rightLeg = self.trunk.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 0,
		scaleX: 1,
		scaleY: 1.0,
		tint: self.tint
	});
	// Right foot asset attachment removed
	self.leftLeg = self.trunk.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 0,
		scaleX: 1,
		scaleY: 1.0,
		tint: self.tint
	});
	// Left foot asset attachment removed
	// FUNCTIONS
	self.updatePosture = function () {
		var speed = 0.2; // Speed of transition
		if (!self.targetPosture) {
			//log("no targetPosture.");
			return;
		}
		// Check if the target posture for hands and legs is reached
		//log("self.targetPosture: " + self.targetPosture.name + " :  self.rightHand.x: " + self.rightHand.x, " self.targetPosture.rightHand.x: " + self.targetPosture.rightHand.x);
		var handsAndLegsReached = Math.abs(self.rightLeg.x - self.targetPosture.rightLeg.x) < 1 && Math.abs(self.rightLeg.y - self.targetPosture.rightLeg.y) < 1 && Math.abs(self.leftLeg.x - self.targetPosture.leftLeg.x) < 1 && Math.abs(self.leftLeg.y - self.targetPosture.leftLeg.y) < 1 && Math.abs(self.head.x - self.targetPosture.head.x) < 1 && Math.abs(self.head.y - self.targetPosture.head.y) < 1;
		if (handsAndLegsReached) {
			log("handsAndLegsReached !");
			// Update currentPosture to the name of the targetPosture when hands and legs posture is reached
			self.currentPosture = self.targetPosture.name;
			self.targetPosture = null;
			self.isChangingPosture = false;
			if (self.nextPosture) {
				self.setPosture(self.nextPosture);
			}
			return;
		} else {
			self.isChangingPosture = true;
		}
		self.head.x += (self.targetPosture.head.x - self.head.x) * speed;
		self.trunk.rotation += (self.targetPosture.trunk.r - self.trunk.rotation) * speed;
		self.head.y += (self.targetPosture.head.y - self.head.y) * speed;
		self.head.rotation += (self.targetPosture.head.r - self.head.rotation) * speed;
		self.rightArm.x += (self.targetPosture.rightArm.x - self.rightArm.x) * speed;
		self.rightArm.y += (self.targetPosture.rightArm.y - self.rightArm.y) * speed;
		self.rightArm.rotation += (self.targetPosture.rightArm.r - self.rightArm.rotation) * speed;
		//log("Posture rightArm.rotation=" + self.rightArm.rotation);
		// Right hand updates removed due to hand assets being removed
		self.leftArm.x += (self.targetPosture.leftArm.x - self.leftArm.x) * speed;
		self.leftArm.y += (self.targetPosture.leftArm.y - self.leftArm.y) * speed;
		self.leftArm.rotation += (self.targetPosture.leftArm.r - self.leftArm.rotation) * speed;
		// Left hand updates removed due to hand assets being removed
		self.trunk.x += (self.targetPosture.trunk.x - self.trunk.x) * speed;
		self.trunk.y += (self.targetPosture.trunk.y - self.trunk.y) * speed;
		self.rightLeg.x += (self.targetPosture.rightLeg.x - self.rightLeg.x) * speed;
		self.rightLeg.y += (self.targetPosture.rightLeg.y - self.rightLeg.y) * speed;
		self.rightLeg.rotation += (self.targetPosture.rightLeg.r - self.rightLeg.rotation) * speed;
		self.rightLeg.height += (self.targetPosture.rightLeg.h - self.rightLeg.height) * speed;
		// Right foot updates removed due to foot assets being removed
		self.leftLeg.x += (self.targetPosture.leftLeg.x - self.leftLeg.x) * speed;
		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_migrated = function () {
		/* ********************************************************** AI ATHLETE **************************************************** */
		if (self.isAi) {
			// AI Athlete
			var nextX = self.x;
			self.previousX = self.x;
			if (self.isRunning) {
				var deltaSpeed = Math.abs(globalSpeedPerLine[self.lineIndex]) - Math.abs(globalSpeedPerLine[0]);
				nextX += deltaSpeed;
				if (!self.isFalling) {
					// Normal running
					if (self.isOnGround) {
						// Running
						self.leftLeg.height = 200;
						self.leftArm.height = 200;
						if (self.isRunning) {
							self.trunk.rotation = 0.125;
							self.runAnim();
						}
						// Auto jump first hurdle of the line
						if (obstacles[self.lineIndex].length) {
							var distance = obstacles[self.lineIndex][0].x - nextX;
							if (self.lineIndex == 1) {
								log((self.isOnGround ? 'On ground' : 'In air 1') + " / x=" + self.x + " / y=" + self.y + " / DeltaY=" + (obstacles[self.lineIndex][0].y - obstacles[self.lineIndex][0].centralRod.y - self.y) + " / distance=" + distance);
							}
							if (self.x > aiJumpLeftLimit && self.x < aiJumpRightLimit && distance > 0 && distance <= 300) {
								self.jump();
							} else {
								// Reduce advance when out of screen
								var normalize = self.nextHurdleSpeedX;
								normalize = self.x < -200 ? Math.abs(normalize) : normalize;
								normalize = self.x > 2100 ? -10 + Math.random() * 2 : normalize;
								normalize = self.x > 3000 ? -20 : normalize;
								nextX += normalize;
							}
						}
					} else {
						if (obstacles[self.lineIndex].length) {
							var distance = obstacles[self.lineIndex][0].x - nextX;
							if (self.lineIndex == 1) {
								log((self.isOnGround ? 'On ground' : 'In air 2') + " / 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
							self.nextHurdleSpeedX = -1 + (-5 + 10 * Math.random()); //(1 - difficultyLevel) * 4 + difficultyLevel * 2 * Math.random();
							if (obstacles[self.lineIndex].length <= 3 && self.x > athlete.x) {
								self.nextHurdleSpeedX = -1 - 1 * Math.abs(self.nextHurdleSpeedX);
							}
						} else {
							self.jumpAnim();
						}
					}
				} else {
					// Falling
					self.y += 5;
					if (self.y >= linesGroundLevels[self.lineIndex]) {
						self.isOnGround = true;
						self.speedY = 0;
						self.y = linesGroundLevels[self.lineIndex];
					} else {
						self.fallAnim();
					}
				}
			} else {
				if (self.lineIndex == 1) {
					//log("WAITING / x=" + self.x + " / y=" + self.y + " / globalSpeedPerLine[0]=" + globalSpeedPerLine[0]);
				}
				if (self.finishPosition == 1) {
					self.victoryAnim();
				}
				if (athlete.isRunning) {
					nextX += -1 * globalSpeedPerLine[0];
				}
			}
			// Update athlete position
			self.x = nextX;
			self.previousX = self.x;
		} else {
			// Player Athlete
			/* ********************************************************** PLAYER ATHLETE **************************************************** */
			if (self.isRunning) {
				if (!self.isFalling) {
					// Normal running
					if (self.isOnGround) {
						// Running
						self.leftLeg.height = 200;
						self.leftArm.height = 200;
						if (self.isRunning) {
							self.trunk.rotation = 0.125;
							self.runAnim();
						}
					} else {
						// 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]) {
							// Reached the ground
							self.isOnGround = true;
							self.speedY = 0;
							self.y = linesGroundLevels[self.lineIndex];
						} else {
							self.jumpAnim();
						}
					}
				} else {
					// Falling
					self.y += 5;
					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] + 200;
					}
				}
			} else {
				if (self.finishPosition == 1) {
					self.victoryAnim();
				}
			}
		}
		self.updatePosture();
	};
	self.jump = function () {
		if (self.isAI || Date.now() - self.lastJumpTime > self.interJumpDelayMs) {
			if (self.isOnGround) {
				self.isOnGround = false;
				self.speedY = self.jumpSpeed;
				self.lastJumpTime = Date.now();
				//globalSpeedPerLine[self.lineIndex] = globalSpeedPerLine[self.lineIndex] * 1.1;
				if (self.lineIndex == 1) {
					log("--------------- JUMP -------------------- speedY :" + self.speedY);
				}
			}
		}
	};
	self.runAnim = function () {
		if (self.lineIndex == 1) {
			log("Check finish for #3 at x=" + opponents[line - 1].x + "  vs   " + (finishLine.x + 512));
		}
		var ocsilDelay = 5;
		var armsAmplitude = 0.5;
		var legsAmplitude = 0.5;
		// Simulate running by continuously balancing the arms and legs
		var runningArmAngle = Math.sin(LK.ticks / ocsilDelay) * armsAmplitude; // Oscillate arm angle to simulate running faster
		var runningLegAngle = Math.sin(LK.ticks / ocsilDelay) * legsAmplitude; // Oscillate leg angle to simulate running faster
		var armSwitchProgress = (Math.sin(LK.ticks / 5) + 0) / 2; // Normalize between 0 and 1
		self.rightArm.x = 10 * (1 - armSwitchProgress) - 5 * armSwitchProgress;
		self.leftArm.x = -15 * (1 - armSwitchProgress) + 20 * armSwitchProgress;
		self.rightLeg.x = 5 * (1 - armSwitchProgress) - 5 * armSwitchProgress;
		self.leftLeg.x = -10 * (1 - armSwitchProgress) + 10 * armSwitchProgress;
		//log("Run rightArm.rotation=" + runningArmAngle);
		self.rightArm.rotation = runningArmAngle;
		self.leftArm.rotation = -runningArmAngle;
		self.rightLeg.rotation = -runningLegAngle;
		self.leftLeg.rotation = runningLegAngle;
		self.trunk.width = 30 - 10 * (runningArmAngle * Math.PI * 0.5);
		self.head.width = 50 - 10 * (runningArmAngle * Math.PI * 0.5);
	};
	self.jumpAnim = function () {
		if (self.lineIndex == 1) {
			log("Check finish for #3 at x=" + opponents[line - 1].x + "  vs   " + (finishLine.x + 512));
		}
		var ocsilDelay = 50;
		var armsAmplitude = 1;
		// Simulate running by continuously balancing the arms and legs
		var runningArmAngle = Math.sin(LK.ticks / ocsilDelay) * armsAmplitude; // Oscillate arm angle to simulate running faster
		var armSwitchProgress = (Math.sin(LK.ticks / 5) + 0) / 2; // Normalize between 0 and 1
		self.rightArm.x = 10 * (1 - armSwitchProgress) - 5 * armSwitchProgress;
		self.leftArm.x = -15 * (1 - armSwitchProgress) + 20 * armSwitchProgress;
		self.rightLeg.x = 5 * (1 - armSwitchProgress) - 5 * armSwitchProgress;
		self.leftLeg.x = -10 * (1 - armSwitchProgress) + 10 * armSwitchProgress;
		self.trunk.width = 30 - 10 * (runningArmAngle * Math.PI * 0.5); //armSwitchProgress; // + 10 * Math.abs(runningArmAngle);
		self.trunk.rotation = 0.333; //armSwitchProgress; // + 10 * Math.abs(runningArmAngle);
		var rotationSpeed = 0.05; // Speed of rotation change
		if (self.speedY > 0) {
			self.rightArm.rotation += (0 - self.rightArm.rotation) * rotationSpeed % (Math.PI * 2);
			self.leftArm.rotation += (0 - self.leftArm.rotation) * rotationSpeed % (Math.PI * 2);
			// Return legs to initial rotation when descending
			self.rightLeg.rotation += (0 - self.rightLeg.rotation) * rotationSpeed;
			self.leftLeg.rotation += (0 - self.leftLeg.rotation) * rotationSpeed;
			self.leftLeg.height -= 30 * rotationSpeed;
			self.leftArm.height -= 20 * rotationSpeed;
		} else {
			//log("self.rightArm.rotation=" + self.rightArm.rotation, " + " + -Math.PI * 3 * rotationSpeed % (Math.PI * 2));
			self.rightArm.rotation += -Math.PI * 3 * rotationSpeed % (Math.PI * 2);
			self.leftArm.rotation += Math.PI * 1.75 * rotationSpeed % (Math.PI * 2);
			// Continue with jump animation adjustments
			self.rightLeg.rotation += (-2.6 - self.rightLeg.rotation) * rotationSpeed;
			self.leftLeg.rotation += (1 - self.leftLeg.rotation) * rotationSpeed;
			self.leftLeg.height -= 0 * rotationSpeed;
			self.leftArm.height -= 35 * rotationSpeed;
		}
	};
	self.fallAnim = function () {
		if (self.lineIndex == 1) {
			log("Check finish for #3 at x=" + opponents[line - 1].x + "  vs   " + (finishLine.x + 512));
		}
		var fallSpeed = 0.1; // Speed of fall animation
		// Adjust body parts to simulate falling
		self.trunk.rotation += (Math.PI / 2 - self.trunk.rotation) * fallSpeed;
		self.rightArm.rotation += (Math.PI / 2 - self.rightArm.rotation) * fallSpeed;
		self.leftArm.rotation += (Math.PI / 2 - self.leftArm.rotation) * fallSpeed;
		self.rightLeg.rotation += (Math.PI / 2 - self.rightLeg.rotation) * fallSpeed;
		self.leftLeg.rotation += (Math.PI / 2 - self.leftLeg.rotation) * fallSpeed;
	};
	self.victoryAnim = function () {
		if (self.lineIndex == 1) {
			log("Victory #1");
		}
		var jumpHeight = 10;
		var waveSpeed = 0.1;
		var armWaveAmplitude = 0.5;
		// Make the athlete do little jumps
		if (self.isOnGround) {
			self.speedY = -10; // Jump a little
			self.isOnGround = false;
		} else {
			self.speedY += self.gravity;
			self.y += self.speedY;
			if (self.y >= linesGroundLevels[self.lineIndex]) {
				self.y = linesGroundLevels[self.lineIndex];
				self.isOnGround = true;
			}
		}
		// Wave arms
		self.rightArm.rotation = Math.max(-armWaveAmplitude, Math.min(armWaveAmplitude, Math.sin(LK.ticks * waveSpeed) * armWaveAmplitude)) + Math.PI;
		self.leftArm.rotation = Math.max(-armWaveAmplitude, Math.min(armWaveAmplitude, -Math.sin(LK.ticks * waveSpeed) * armWaveAmplitude * 0.5));
	};
	self.setPosture = function (newPosture) {
		log("Set posture: " + newPosture.name);
		self.targetPosture = newPosture;
	};
	self.restore = function () {
		log("restore...");
		self.stop();
		self.hasFlashed = false;
		self.hasFlashedGround = false;
		self.isRunning = true;
	};
	self.stop = function () {
		log("stop...");
		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;
		self.leftArm.rotation = 0;
		self.rightLeg.rotation = 0;
		self.leftLeg.rotation = 0;
		self.setPosture(idlePosture);
		self.isFalling = false;
		self.isOnGround = true;
	};
});
/****************************************************************************************** */ 
/********************************** BLOCKER CLASS ********************************** */
/****************************************************************************************** */ 
var Blocker = Container.expand(function (athleteX, groundLevelY) {
	var self = Container.call(this);
	self.blockerGraphics = self.attachAsset('blocker01', {
		anchorX: 0.5,
		anchorY: 0.0,
		x: athleteX + 2048 + 512,
		y: groundLevelY + 75
	});
	self.speedX = globalSpeedPerLine[0];
	self._update_migrated = function () {
		self.speedX = globalSpeedPerLine[0];
		self.x += self.speedX;
	};
});
/****************************************************************************************** */ 
/************************************** FINISH LINE CLASS ************************************ */
/****************************************************************************************** */ 
var FinishLine = Container.expand(function () {
	var self = Container.call(this);
	self.isCut = false;
	self.rightRod = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 0.0,
		x: 355,
		y: -1120
	});
	self.centralRodRight = self.attachAsset('finishLine', {
		anchorX: 0.5,
		anchorY: 1,
		y: -200,
		rotation: Math.PI * 0.125,
		tint: 0xFF0000
	});
	self.centralRodLeft = self.attachAsset('finishLine', {
		anchorX: 0.5,
		anchorY: 0,
		x: 355,
		y: -1060,
		rotation: Math.PI * 2.125,
		tint: 0xFF0000,
		height: 450
	});
	self.leftRod = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 1.0 // Anchor at the bottom for collision detection
	});
	self.flag = self.attachAsset('finishFlag', {
		anchorX: 0.5,
		anchorY: 0.0,
		x: 580,
		y: -1540
	});
	self.speedX = globalSpeedPerLine[0];
	self._update_migrated = function () {
		self.speedX = globalSpeedPerLine[0];
		self.x += self.speedX;
	};
	self.cut = function () {
		var cutHeight = 50; // Amount to reduce the height each frame
		var cutDuration = 5000; // Duration of the cut in milliseconds
		var cutRate = cutDuration / (60 * (self.centralRodRight.height / cutHeight)); // Calculate how often to cut based on 60 FPS and total height
		var cutCounter = 0;
		var cutInterval = LK.setInterval(function () {
			if (cutCounter < cutRate) {
				self.centralRodRight.height -= cutHeight;
				self.centralRodLeft.height -= cutHeight;
				cutCounter++;
			} else {
				LK.clearInterval(cutInterval);
			}
		}, 1500 / 60); // Execute at roughly 60 FPS
	};
});
/****************************************************************************************** */ 
/************************************** OBSTACLE CLASS ************************************ */
/****************************************************************************************** */ 
// Obstacle class
var Obstacle = Container.expand(function (line) {
	var self = Container.call(this);
	self.lineIndex = line;
	self.leftRod = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 1.0 // Anchor at the bottom for collision detection
	});
	self.centralRod = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 1,
		y: -200,
		rotation: Math.PI * 0.125,
		tint: 0xffff00 // Apply a yellow tint for glow effect
	});
	self.rightRod = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 0.0,
		x: 95,
		y: -460
	});
	self.speedX = globalSpeedPerLine[0];
	self._update_migrated = function () {
		self.speedX = globalSpeedPerLine[0];
		self.x += self.speedX;
	};
});
/****************************************************************************************** */ 
/********************************** STARTING BLOCK CLASS ********************************** */
/****************************************************************************************** */ 
var StartingBlocks = Container.expand(function (athleteX, groundLevelY) {
	var self = Container.call(this);
	self.lines = self.attachAsset('startingBlocks', {
		anchorX: 0.5,
		anchorY: 0.0,
		x: athleteX - 100 - 50,
		// Position slightly behind the athlete
		y: groundLevelY + 75,
		height: 200,
		rotation: Math.PI * 0.25
	});
	self.block1 = self.attachAsset('startingBlocks', {
		anchorX: 0.5,
		anchorY: 1.0,
		x: athleteX - 100 - 90,
		y: groundLevelY + 105,
		width: 60,
		height: 30,
		rotation: Math.PI * 0.5
	});
	self.block2 = self.attachAsset('startingBlocks', {
		anchorX: 0.5,
		anchorY: 1.0,
		x: athleteX - 100 - 170,
		y: groundLevelY + 170,
		width: 60,
		height: 30,
		rotation: Math.PI * 0.5
	});
	self.speedX = globalSpeedPerLine[0];
	self._update_migrated = function () {
		self.speedX = globalSpeedPerLine[0];
		self.x += self.speedX;
	};
});
/****************************************************************************************** */ 
/************************************** TRACK CLASS ************************************ */
/****************************************************************************************** */ 
var Track = Container.expand(function (index) {
	var self = Container.call(this);
	self.speedX = globalSpeedPerLine[0]; // Use global speed for track movement
	// Attach track asset
	self.trackAsset = self.attachAsset(index % 2 ? 'track' : 'trackOdd', {
		anchorX: 0.0,
		anchorY: 0.0
	});
	// Method to update track position
	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) {
			self.x = 2048 + self.speedX * 2;
		}
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x87CEEB // Light blue background to represent the sky
});
/**** 
* Game Code
****/ 
// Enumeration for game states
/****************************************************************************************** */ 
/************************************** GLOBAL VARIABLES ********************************** */
/****************************************************************************************** */ 
var GAME_STATE = {
	INIT: 'INIT',
	MENU: 'MENU',
	HELP: 'HELP',
	STARTING: 'STARTING',
	NEW_ROUND: 'NEW_ROUND',
	PLAYING: 'PLAYING',
	SCORE: 'SCORE'
};
var gameState = GAME_STATE.INIT;
var athlete;
var opponents = [];
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 = 20; // Total number of hurdles
var obstacles = [[]];
var obstacleSpawnTicker = 0;
var obstacleSpawnDistanceRate = 1.5; // Ratio of screen width between obstacles
var obstacleJustPassed = false;
var startingBlocks = [];
var blocker;
var startX = 600;
var aiJumpLeftLimit = -350;
var aiJumpRightLimit = 2048 + 512;
var finishLine;
var stadium;
var stadiumOdd;
var field;
var fieldOdd;
var farField;
var farFieldOdd;
var track;
var track2;
var track3;
var track4;
var scoreTxt;
var currentFinishPosition = 1;
var difficultyLevel = 1;
var globalBaseSpeed = -20 - 10 * difficultyLevel;
var globalSpeedPerLine = []; // Global speed for tracks and obstacles default -10 / min = -4
var raceFinishTime = 0;
var colorsArray = [0x1188FF, 0xFF0000, 0x00FF00, 0xFFFF00, 0xFF00FF, 0x00FFFF, 0xFFFFFF, 0xFF8811];
var isDebug = true;
var debugMarker;
// UI
var startText;
var startButton;
/****************************************************************************************** */ 
/************************************** POSTURES ****************************************** */
/****************************************************************************************** */ 
var idlePosture = {
	name: "idlePosture",
	trunk: {
		x: 0,
		y: 0,
		r: 0
	},
	head: {
		x: 0,
		y: 0,
		r: 0
	},
	rightArm: {
		x: 20,
		y: -80,
		r: Math.PI * 2 * -0.025
	},
	leftArm: {
		x: -20,
		y: -80,
		r: Math.PI * 2 * 0.025
	},
	rightLeg: {
		x: 5,
		y: 100,
		h: 200,
		r: Math.PI * 2 * -0.025
	},
	leftLeg: {
		x: -5,
		y: 100,
		h: 200,
		r: Math.PI * 2 * 0.025
	}
};
var startingBlockPosture = {
	name: "startingBlockPosture",
	trunk: {
		x: 0,
		y: 0,
		r: Math.PI * 0.35
	},
	head: {
		x: 20,
		y: 20,
		r: Math.PI * -0.10
	},
	rightArm: {
		x: 15,
		y: -60,
		r: Math.PI * 2 * -0.15
	},
	leftArm: {
		x: -15,
		y: -60,
		r: Math.PI * 2 * -0.15
	},
	rightLeg: {
		x: 10,
		y: 80,
		h: 150,
		r: Math.PI * 2 * -0.15
	},
	leftLeg: {
		x: -10,
		y: 80,
		h: 200,
		r: Math.PI * 2 * -0.05
	}
};
/****************************************************************************************** */ 
/*********************************** UTILITY FUNCTIONS ************************************ */
/****************************************************************************************** */ 
function log() {
	if (isDebug) {
		var _console;
		(_console = console).log.apply(_console, arguments);
	}
}
/****************************************************************************************** */ 
/************************************** INPUT HANDLERS ************************************ */
/****************************************************************************************** */ 
// Touch event to make the athlete jump
game.on('down', function () {
	switch (gameState) {
		case GAME_STATE.MENU:
			gameMenuDown();
			break;
		case GAME_STATE.STARTING:
			hurdlesStartingPlayingDown();
			break;
		case GAME_STATE.PLAYING:
			gamePlayingDown();
			break;
		case GAME_STATE.SCORE:
			// Handle score display logic here
			break;
	}
});
function gameMenuDown() {
	log("gameMenuDown...");
	cleanMenuState();
	initHurdlesStartingState();
}
function gamePlayingDown() {
	if (athlete.isRunning && !finishLine.isCut) {
		// Make the athlete jump
		athlete.jump();
	} else {
		log("gamePlayingDown : raceFinishTime : " + raceFinishTime + " => " + (Date.now() - raceFinishTime));
		if (Date.now() - raceFinishTime > 1000) {
			// Return to menu
			cleanPlayingHurdlesState();
			initMenuState();
		}
	}
}
function hurdlesStartingPlayingDown() {
	cleanHurdlesStartingState();
	initPlayingState();
}
/****************************************************************************************** */ 
/************************************* AI FUNCTIONS *************************************** */
/****************************************************************************************** */ 
/****************************************************************************************** */ 
/************************************* GAME STATES **************************************** */
/****************************************************************************************** */ 
// GAME INITIALIZE
function gameInitialize() {
	log("Game initialize...");
	// Add background asset
	var background = LK.getAsset('background', {
		anchorX: 0.0,
		anchorY: 0.0,
		y: -256,
		visible: true
	});
	game.addChild(background);
	field = LK.getAsset('field', {
		anchorX: 0.0,
		anchorY: 0.0,
		y: 2732 - 1024 - 600
	});
	game.addChild(field);
	fieldOdd = LK.getAsset('fieldOdd', {
		anchorX: 0.0,
		anchorY: 0.0,
		x: 2048,
		y: 2732 - 1024 - 600
	});
	game.addChild(fieldOdd);
	farField = LK.getAsset('farField', {
		anchorX: 0.0,
		anchorY: 0.0,
		y: 2732 - 1024 - 600 - 512
	});
	game.addChild(farField);
	farFieldOdd = LK.getAsset('farFieldOdd', {
		anchorX: 0.0,
		anchorY: 0.0,
		x: 2048,
		y: 2732 - 1024 - 600 - 512
	});
	game.addChild(farFieldOdd);
	stadium = LK.getAsset('stadium', {
		anchorX: 0.0,
		anchorY: 0.0,
		x: 0,
		y: 150
	});
	game.addChild(stadium);
	stadiumOdd = LK.getAsset('stadiumOdd', {
		anchorX: 0.0,
		anchorY: 0.0,
		x: 2048,
		y: 150
	});
	game.addChild(stadiumOdd);
	// Initialize track using Track class
	track = game.addChild(new Track(0));
	track.x = 0;
	track.y = 2732 - 512;
	// Second track instance for continuous effect
	track2 = game.addChild(new Track(1));
	track2.x = 2048; // Position the second track right after the first one
	track2.y = 2732 - 512;
	// Second line track 1
	track3 = game.addChild(new Track(2));
	track3.x = 0;
	track3.y = 2732 - 1024;
	// Second line track 2
	track4 = game.addChild(new Track(3));
	track4.x = 2048;
	track4.y = 2732 - 1024;
	// Track lines
	for (var i = 0; i < 6; i++) {
		var trackLine = LK.getAsset('trackLine', {
			anchorX: 0.0,
			anchorY: 0.0,
			x: 0,
			y: groundLevel + 400 - 215 * i
		});
		game.addChild(trackLine);
	}
	gameState = GAME_STATE.MENU;
	initMenuState();
	if (isDebug) {
		// Debug Marker
		debugMarker = LK.getAsset('debugMarker', {
			anchorX: 0.5,
			anchorY: 0.5
		});
		game.addChild(debugMarker);
		debugMarker.x = 0;
		debugMarker.y = groundLevel;
	}
}
// GAME MENU
function initMenuState() {
	log("initMenuState...");
	// Add Button in the center of the screen
	startButton = LK.getAsset('button', {
		anchorX: 0.5,
		// Center the button horizontally
		anchorY: 0.5,
		// Center the button vertically
		x: 2048 / 2,
		// Position horizontally in the center
		y: 2732 / 2 // Position vertically above the start text
	});
	game.addChild(startButton);
	// Add Start Text in the center of the screen
	startText = new Text2('START', {
		size: 200,
		fill: "#ffffff" // White color for better visibility
	});
	startText.anchor.set(0.5, 0.5); // Center the text horizontally and vertically
	startText.x = 2048 / 2; // Center horizontally
	startText.y = 2732 / 2; // Center vertically
	game.addChild(startText);
	// TEMP DEBUG TEST BLOCKER
	//blocker = new Blocker(-1024, groundLevel - 200 - 475 * 1);
	//game.addChild(blocker);
	gameState = GAME_STATE.MENU;
}
function cleanMenuState() {
	game.removeChild(startText);
	startText.destroy();
	game.removeChild(startButton);
	startButton.destroy();
}
// STARTING HURDLES
function initHurdlesStartingState() {
	log("initHurdlesStartingState...");
	// Initialize ground levels & speeds
	for (var line = 0; line < numberOfLines; line++) {
		linesGroundLevels[line] = groundLevel - 200 - 220 * line;
		globalSpeedPerLine[line] = globalBaseSpeed;
	}
	// Spawn obstacles
	spawnObstacles();
	// Add starting blocks to each athlete's starting position
	for (var i = 0; i <= numberOfOpponents; i++) {
		startingBlocks[i] = new StartingBlocks(startX + 100 * i, linesGroundLevels[i] + 130);
		game.addChild(startingBlocks[i]);
	}
	// Initialize opponents
	for (var i = numberOfOpponents - 1; i >= 0; i--) {
		opponents[i] = game.addChild(new Athlete(i + 1));
		opponents[i].restore();
		opponents[i].isRunning = false;
		opponents[i].setPosture(startingBlockPosture);
		opponents[i].y += 150;
	}
	// Initialize athlete
	athlete = game.addChild(new Athlete(0));
	athlete.restore();
	athlete.isRunning = false;
	athlete.setPosture(startingBlockPosture);
	athlete.y += 150;
	gameState = GAME_STATE.STARTING;
}
function cleanHurdlesStartingState() {
	for (var i = numberOfOpponents - 1; i >= 0; i--) {
		opponents[i].setPosture(idlePosture);
		opponents[i].isRunning = true;
	}
	athlete.setPosture(idlePosture);
	athlete.isRunning = true;
}
function hurdlesStarting() {
	log("hurdlesStarting...");
	for (var i = 0; i <= numberOfOpponents; i++) {
		var athletes = [athlete].concat(opponents);
		athletes[i]._update_migrated();
	}
}
// PLAYING HURDLES
function initPlayingState() {
	scoreTxt = new Text2("0/" + numberOfObstacles.toString(), {
		size: 100,
		fill: "#ffffff" // White color for better visibility
	});
	scoreTxt.anchor.set(1.1, 0.15); // Center the score text horizontally
	LK.gui.topRight.addChild(scoreTxt); // Add the score text to the GUI overlay at the top center
	currentFinishPosition = 1;
	// Remove starting blocks offset
	for (var i = numberOfOpponents - 1; i >= 0; i--) {
		opponents[i].y -= 150;
	}
	athlete.y -= 150;
	gameState = GAME_STATE.PLAYING;
}
function cleanPlayingHurdlesState() {
	// Remove Opponents & Athlete
	for (var i = numberOfOpponents - 1; i >= 0; i--) {
		game.removeChild(opponents[i]);
		opponents[i].destroy();
	}
	game.removeChild(athlete);
	athlete.destroy();
	// Remove Obstacles
	for (var i = 0; i < numberOfLines; i++) {
		for (var j = 0; j < obstacles[i].length; j++) {
			if (obstacles[i][j]) {
				game.removeChild(obstacles[i][j]);
				obstacles[i][j].destroy();
			}
		}
	}
	// Remove Finish Line
	game.removeChild(finishLine);
	finishLine.destroy();
	// Remove Score Text
	LK.gui.topRight.removeChild(scoreTxt);
	scoreTxt.destroy();
}
function gamePlaying() {
	//log("Game playing...");
	// Update fields
	updateFields();
	// Update obstacles
	updateObstacles();
	// Update tracks
	updateTracks();
	// Update Progress
	updateProgress();
	// Update opponents
	for (var i = numberOfOpponents - 1; i >= 0; i--) {
		opponents[i]._update_migrated();
		game.addChild(opponents[i]);
	}
	// Update athlete
	athlete._update_migrated();
	game.addChild(athlete);
	// Check for collisions
	checkForCollisions();
}
/****************************************************************************************** */ 
/************************************** GAME FUNCTIONS ************************************ */
/****************************************************************************************** */ 
function updateFields() {
	if (!(athlete.isFalling && athlete.isOnGround)) {
		field.x += globalSpeedPerLine[0];
		// Reset position to create a continuous effect
		if (field.x <= -2048 - globalSpeedPerLine[0]) {
			field.x = 2048 + globalSpeedPerLine[0];
		}
		fieldOdd.x += globalSpeedPerLine[0];
		// Reset position to create a continuous effect
		if (fieldOdd.x <= -2048 - globalSpeedPerLine[0]) {
			fieldOdd.x = 2048 + globalSpeedPerLine[0];
		}
		// Far field
		farField.x += globalSpeedPerLine[0] * 0.8;
		// Reset position to create a continuous effect
		if (farField.x <= -2048 - globalSpeedPerLine[0]) {
			farField.x = 2048 + globalSpeedPerLine[0];
		}
		farFieldOdd.x += globalSpeedPerLine[0] * 0.8;
		// Reset position to create a continuous effect
		if (farFieldOdd.x <= -2048 - globalSpeedPerLine[0]) {
			farFieldOdd.x = 2048 + globalSpeedPerLine[0];
		}
		stadium.x += globalSpeedPerLine[0] * 0.4;
		// Reset position to create a continuous effect
		if (stadium.x <= -2048 - globalSpeedPerLine[0]) {
			stadium.x = 2048 + globalSpeedPerLine[0];
		}
		stadiumOdd.x += globalSpeedPerLine[0] * 0.4;
		// Reset position to create a continuous effect
		if (stadiumOdd.x <= -2048 - globalSpeedPerLine[0]) {
			stadiumOdd.x = 2048 + globalSpeedPerLine[0];
		}
	}
}
function updateTracks() {
	if (!(athlete.isFalling && athlete.isOnGround)) {
		track._update_migrated();
		track2._update_migrated();
		track3._update_migrated();
		track4._update_migrated();
	}
}
function spawnObstacles() {
	// Set obstacles for line 0
	obstacles[0] = [];
	for (var i = 0; i < numberOfObstacles; i++) {
		// 3 obstacles per line
		var newObstacle = new Obstacle(0);
		newObstacle.x = 2048 * obstacleSpawnDistanceRate * (i + 1); // Start from the right edge      
		//log("Obstacle "+ 0+","+i+" +> x="+ newObstacle.x);
		newObstacle.y = groundLevel + 200;
		obstacles[0].push(newObstacle);
		game.addChild(newObstacle);
	}
	// Set obstacles for other lines
	for (var line = 1; line < numberOfLines; line++) {
		obstacles[line] = [];
		for (var i = 0; i < numberOfObstacles; i++) {
			// 3 obstacles per line
			var newObstacle = new Obstacle(line);
			newObstacle.x = obstacles[0][i].x + 100 * line; // Start from the right edge      
			//log("Obstacle "+ line+","+i+" +> x="+ newObstacle.x);
			newObstacle.y = groundLevel + 200 - 220 * line;
			obstacles[line].push(newObstacle);
			game.addChild(newObstacle);
		}
	}
	finishLine = new FinishLine();
	finishLine.x = 2048 * obstacleSpawnDistanceRate * (numberOfObstacles + 1) + 1024; // Start from the right edge      
	finishLine.y = groundLevel + 200;
	game.addChild(finishLine);
	// Spawn Blocker
	blocker = new Blocker(startX + 2048, linesGroundLevels[1] - 675);
	game.addChild(blocker);
}
function updateObstacles() {
	// 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_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();
				obstacles[line].splice(i, 1);
				if (line == 0) {
					obstacleJustPassed = true;
				}
			}
		}
	}
	finishLine._update_migrated();
	for (var i = 0; i <= numberOfOpponents; i++) {
		startingBlocks[i]._update_migrated();
		if (startingBlocks[i].x < -1024) {
			game.removeChild(startingBlocks[i]);
			startingBlocks[i].destroy();
		}
	}
	if (blocker) {
		blocker._update_migrated();
	}
}
function updateProgress() {
	if (obstacleJustPassed && !finishLine.isCut) {
		// Update Progress
		obstacleJustPassed = false;
		LK.setScore(LK.getScore() + 1); // Add 1 to score for each hurdle passed only if not falling
		scoreTxt.setText(numberOfObstacles - obstacles[0].length + "/" + numberOfObstacles); // Update score text with prefix
	}
	for (var line = 0; line < numberOfLines; line++) {
		if (line == 0 && !athlete.finishPosition && athlete.x > finishLine.x) {
			athlete.finishPosition = getFinishPosition();
			log("Finish athlete => #" + athlete.finishPosition);
		}
		if (line > 0 && opponents[line - 1].x > finishLine.x) {
			if (!opponents[line - 1].finishPosition) {
				opponents[line - 1].finishPosition = getFinishPosition();
				log("Finish opponent " + line + "=> #" + opponents[line - 1].finishPosition);
				opponents[line - 1].finishStandingOffset = 512 * Math.random();
			}
			// Don't go to far after finish
			var finishStandingPosition = finishLine.x + 2048 - 200 - (opponents[line - 1].finishStandingOffset || 0);
			opponents[line - 1].x = Math.min(finishStandingPosition, opponents[line - 1].x);
			if (opponents[line - 1].x >= finishStandingPosition) {
				// Stop running when reach final position
				opponents[line - 1].isRunning = false;
			}
		}
	}
	if (finishLine.isCut) {
		for (var line = 0; line < numberOfLines; line++) {
			if (line > 0 && opponents[line - 1].x < finishLine.x + 512) {
				continue;
			}
			// Handle stoping slowly when AI is late
			if (globalSpeedPerLine[line] < -1) {
				globalSpeedPerLine[line] += 0.5 + 0.5 * Math.random(); // Decrement speed gradually
			} else if (globalSpeedPerLine[line] > 1) {
				globalSpeedPerLine[line] -= 0.5 + 0.5 * Math.random(); // Increment speed gradually if somehow above 0
			} else {
				globalSpeedPerLine[line] = 0; // Set to 0 if very close to it
				if (line == 0 && athlete.isRunning) {
					athlete.isRunning = false;
					athlete.stop();
				}
				if (line > 0 && opponents[line - 1].isRunning) {
					log("Opop #" + line + " stopping at " + opponents[line - 1].x);
					opponents[line - 1].isRunning = false;
					opponents[line - 1].stop();
				}
			}
		}
	} else if (finishLine.x - athlete.x > 2048) {
		// Handle stoping when AI has big advance
		for (var line = 1; line < numberOfLines; line++) {
			if (line == 1) {
				log("Check finish for #3 at x=" + opponents[line - 1].x + "  vs   " + (finishLine.x + 512));
			}
			if (opponents[line - 1].x > finishLine.x + 512 && opponents[line - 1].isRunning) {
				if (line == 1) {
					log("OK #3 Passed the line !");
				}
				// stop opponents at finish
				log("Stoping #" + line + " at " + opponents[line - 1].x + " > " + finishLine.x);
				opponents[line - 1].isRunning = false;
				opponents[line - 1].stop();
				globalSpeedPerLine[line] = 0;
			}
		}
	}
}
function checkForCollisions() {
	if (finishLine.isCut) {
		return;
	}
	for (var line = 0; line < numberOfLines; line++) {
		obstacles[line] = obstacles[line] || [];
		if (obstacles[line].length) {
			var obstacle = obstacles[line][0]; // Check only the first obstacle in the line
			if (line === 0) {
				if (athlete.intersects(obstacle.centralRod)) {
					athlete.isFalling = true;
					athlete.isOnGround = false;
				}
			} else {
				if (opponents[line - 1].x > aiJumpLeftLimit && opponents[line - 1].x < aiJumpRightLimit && opponents[line - 1].intersects(obstacle.centralRod)) {
					log("Line " + line + " : opponent " + opponents[line - 1].lineIndex + " collided with obstacle " + obstacle.lineIndex);
					opponents[line - 1].isFalling = true;
					opponents[line - 1].isOnGround = false;
				}
				if (opponents[line - 1].isRunning && opponents[line - 1].intersects(blocker)) {
					LK.effects.flashScreen(0xff0000, 500); // Flash screen red for half a second
					opponents[line - 1].isRunning = false;
					LK.setTimeout(function () {
						globalSpeedPerLine[line - 1] = globalBaseSpeed;
						opponents.forEach(function (opponent) {
							opponent.restore();
						});
					}, 2000); // Delay game over to allow fall animation to be seen
				}
			}
		}
	}
	handleFallEvent();
	if (!obstacles[0].length && !finishLine.isCut) {
		var isReached = athlete.x > finishLine.x;
		if (isReached) {
			raceFinishTime = Date.now();
			finishLine.isCut = true;
			finishLine.cut();
		}
	}
}
function handleFallEvent() {
	if (athlete.isFalling && !athlete.hasFlashed) {
		LK.effects.flashScreen(0xaaaaaa, 500); // Flash screen red for half a second
		athlete.hasFlashed = true;
		globalSpeedPerLine[0] /= 1.5;
		globalSlowDownAfterJump = true;
	}
	if (athlete.hasFlashed && !athlete.hasFlashedGround && athlete.isFalling && athlete.isOnGround) {
		LK.effects.flashScreen(0xff0000, 500); // Flash screen red for half a second
		athlete.hasFlashedGround = true;
		globalSpeedPerLine[0] = 0;
		LK.setTimeout(function () {
			globalSpeedPerLine[0] = globalBaseSpeed;
			globalSlowDownAfterJump = false;
			athlete.restore();
		}, 1000); // Delay game over to allow fall animation to be seen
	}
	opponents.forEach(function (opponent, index) {
		if (opponent.isFalling && !opponent.hasFlashed && !opponent.isOnGround) {
			opponent.hasFlashed = true;
			LK.setTimeout(function () {
				globalSpeedPerLine[opponent.lineIndex] = globalBaseSpeed;
				opponent.restore();
			}, 2000);
		}
	});
}
function getFinishPosition() {
	return currentFinishPosition++;
}
/****************************************************************************************** */ 
/************************************** MAIN GAME LOOP ************************************ */
/****************************************************************************************** */ 
LK.on('tick', function () {
	switch (gameState) {
		case GAME_STATE.MENU:
			// Handle menu logic here
			break;
		case GAME_STATE.STARTING:
			hurdlesStarting();
			break;
		case GAME_STATE.PLAYING:
			gamePlaying();
			break;
		case GAME_STATE.SCORE:
			// Handle score display logic here
			break;
	}
});
gameInitialize(); ===================================================================
--- original.js
+++ change.js
@@ -559,12 +559,12 @@
 
 /**** 
 * Game Code
 ****/ 
+// Enumeration for game states
 /****************************************************************************************** */ 
 /************************************** GLOBAL VARIABLES ********************************** */
 /****************************************************************************************** */ 
-// Enumeration for game states
 var GAME_STATE = {
 	INIT: 'INIT',
 	MENU: 'MENU',
 	HELP: 'HELP',
@@ -855,10 +855,11 @@
 	startText.anchor.set(0.5, 0.5); // Center the text horizontally and vertically
 	startText.x = 2048 / 2; // Center horizontally
 	startText.y = 2732 / 2; // Center vertically
 	game.addChild(startText);
-	blocker = new Blocker(600, groundLevel - 200 - 220 * 1);
-	game.addChild(blocker);
+	// TEMP DEBUG TEST BLOCKER
+	//blocker = new Blocker(-1024, groundLevel - 200 - 475 * 1);
+	//game.addChild(blocker);
 	gameState = GAME_STATE.MENU;
 }
 function cleanMenuState() {
 	game.removeChild(startText);
@@ -1047,9 +1048,10 @@
 	finishLine = new FinishLine();
 	finishLine.x = 2048 * obstacleSpawnDistanceRate * (numberOfObstacles + 1) + 1024; // Start from the right edge      
 	finishLine.y = groundLevel + 200;
 	game.addChild(finishLine);
-	blocker = new Blocker(startX, linesGroundLevels[1]);
+	// Spawn Blocker
+	blocker = new Blocker(startX + 2048, linesGroundLevels[1] - 675);
 	game.addChild(blocker);
 }
 function updateObstacles() {
 	// Update obstacles
@@ -1167,8 +1169,18 @@
 					log("Line " + line + " : opponent " + opponents[line - 1].lineIndex + " collided with obstacle " + obstacle.lineIndex);
 					opponents[line - 1].isFalling = true;
 					opponents[line - 1].isOnGround = false;
 				}
+				if (opponents[line - 1].isRunning && opponents[line - 1].intersects(blocker)) {
+					LK.effects.flashScreen(0xff0000, 500); // Flash screen red for half a second
+					opponents[line - 1].isRunning = false;
+					LK.setTimeout(function () {
+						globalSpeedPerLine[line - 1] = globalBaseSpeed;
+						opponents.forEach(function (opponent) {
+							opponent.restore();
+						});
+					}, 2000); // Delay game over to allow fall animation to be seen
+				}
 			}
 		}
 	}
 	handleFallEvent();
:quality(85)/https://cdn.frvr.ai/661848ad3c9c5fe61a4c3f8e.png%3F3) 
 Elongated elipse with black top half and white bottom half.
:quality(85)/https://cdn.frvr.ai/661bdc7a58043b89d4ba9e89.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/661bdd1d58043b89d4ba9e8e.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/661be25558043b89d4ba9f0d.png%3F3) 
 full close and front view of empty stands. retro gaming style
:quality(85)/https://cdn.frvr.ai/661f4f57266989b7f2ed94f1.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/661f526b266989b7f2ed954f.png%3F3) 
 delete
:quality(85)/https://cdn.frvr.ai/661f5287266989b7f2ed9554.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66226cbbf46305276d9e4de1.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6622735cf46305276d9e4e30.png%3F3) 
 delete
:quality(85)/https://cdn.frvr.ai/66228a13eff7d73bc2d1d4a9.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66228a2eeff7d73bc2d1d4ad.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/662384d91d31755ac753860d.png%3F3) 
 Basquettes Γ ressort futuriste. vue de profile. Retro gaming style
:quality(85)/https://cdn.frvr.ai/6623cf0f1d31755ac75387a8.png%3F3) 
 a blue iron man style armor flying. Retro gaming style
:quality(85)/https://cdn.frvr.ai/6623cf581d31755ac75387b3.png%3F3) 
 a blue iron man style armor flying horizontally. Retro gaming style
:quality(85)/https://cdn.frvr.ai/6623db441d31755ac753884e.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6623dde21d31755ac753889e.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/662493106b90388bb0195cd3.png%3F3) 
 round button with a big "up" arrow icon and a small line under it. UI
:quality(85)/https://cdn.frvr.ai/6625589e6b90388bb0195eb5.png%3F3) 
 A big black horizontal arrow pointing left with centred text 'YOU' in capital letters, painted on an orange floor.. horizontal and pointing left
:quality(85)/https://cdn.frvr.ai/6625f7dfaefb923f60ced44a.png%3F3) 
 remove
:quality(85)/https://cdn.frvr.ai/66280aa325092f9d66ecfd6b.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66289a7225092f9d66ecfe81.png%3F3) 
 gold athletics medal with ribbon. retro gaming style
:quality(85)/https://cdn.frvr.ai/66294f1a777dbb646cb323ba.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66294f97777dbb646cb323d0.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66295338777dbb646cb32447.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6629533f777dbb646cb3244b.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6629546e777dbb646cb32460.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66295506777dbb646cb32474.png%3F3) 
 a black oval with a crying smiley face.
:quality(85)/https://cdn.frvr.ai/66295a3a777dbb646cb324d9.png%3F3)