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Please fix the bug: 'TypeError: self.useBonus is not a function' in or related to this line: 'self.useBonus();' Line Number: 420
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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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Code edit (17 edits merged)
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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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===================================================================
--- original.js
+++ change.js
@@ -445,9 +445,9 @@
self.drone1.visible = true; // Visibility based on isEven flag
self.drone2.visible = false; // Visibility based on isEven flag
self.down = function (x, y, obj) {
// Make packet1 fall to the ground
- self.packet1.y += 15; // Adjust speed as necessary
+ self.throwPacket = true; // Adjust speed as necessary
// Optional: Add logic to stop the packet at ground level
};
self._update_migrated = function () {
self.x += self.speedX;
@@ -460,11 +460,11 @@
self.drone1.visible = !self.drone1.visible;
self.drone2.visible = !self.drone2.visible;
}
// Update packet1 position to simulate falling
- if (self.packet1.y < groundLevel - self.packet1.height / 2) {
+ if (self.throwPacket && self.packet1.y < groundLevel - self.packet1.height / 2) {
// Ensure packet stops at ground level
- self.packet1.y += 5; // Adjust speed as necessary
+ self.packet1.y += 30; // Adjust speed as necessary
}
};
});
/****************************************************************************************** */
@@ -625,12 +625,12 @@
/****
* Game Code
****/
+// Enumeration for game states
/****************************************************************************************** */
/************************************** GLOBAL VARIABLES ********************************** */
/****************************************************************************************** */
-// Enumeration for game states
var GAME_STATE = {
INIT: 'INIT',
MENU: 'MENU',
HELP: 'HELP',
@@ -997,8 +997,9 @@
for (var i = 0; i <= numberOfOpponents; i++) {
var athletes = [athlete].concat(opponents);
athletes[i]._update_migrated();
}
+ drone._update_migrated();
}
// PLAYING HURDLES
function initPlayingState() {
scoreTxt = new Text2("0/" + numberOfObstacles.toString(), {
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.