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ok, now update the rest of the DeliveryDrone class to use layers
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in DeliveryDrone, add a layer for packet assets and a layer for drone assets
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in drone prepare(), when attaching Asset packet1 put it as 1st child so it appears behind the drone
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in drone prepare(), attachAsset packet1 at z-index 0
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Please fix the bug: 'TypeError: drone is undefined' in or related to this line: 'drone._update_migrated();' Line Number: 1075
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Please fix the bug: 'TypeError: self.detachAsset is not a function' in or related to this line: 'self.detachAsset('packet1');' Line Number: 499
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Please fix the bug: 'TypeError: self.detechAsset is not a function' in or related to this line: 'self.detechAsset('packet1');' Line Number: 499
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on tap on the DeliveryDrone, make the packet1 fall to the ground
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inside DeliveryDrone class, create 2 drone instances
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Create a class DeliveryDrone, put inside 2 drone instances and their visbility logic
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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
===================================================================
--- original.js
+++ change.js
@@ -407,14 +407,22 @@
};
});
var DeliveryDrone = Container.expand(function (isEven) {
var self = Container.call(this);
- self.droneGraphics = self.attachAsset(isEven ? 'drone2' : 'drone', {
+ // Create two drone instances with distinct graphics based on isEven flag
+ self.drone1 = self.attachAsset('drone', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speedX = 0;
- self.visible = true; // Initially set visibility to true
+ self.drone2 = self.attachAsset('drone2', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Set initial properties for drones
+ self.drone1.speedX = 0;
+ self.drone2.speedX = 0;
+ self.drone1.visible = !isEven; // Visibility based on isEven flag
+ self.drone2.visible = isEven; // Visibility based on isEven flag
self._update_migrated = function () {
self.x += self.speedX;
// Reverse direction at screen edges
if (self.x > 2048 || self.x < 0) {
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