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I didn't say to remove the previous button!
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in initMenuState, add two semi-transparent runButtons in the upper half of the screen
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Please fix the bug: 'ReferenceError: difficulty is not defined' in or related to this line: 'self.nextHurdleSpeedX = -1 * Math.min(0, 2 - difficulty) + (-5 + 10 * Math.random() * (1 + 0.5 * (difficulty - 1))); // Level n' Line Number: 216
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Please fix the bug: 'ReferenceError: bonusGraphics is not defined' in or related to this line: 'bonusGraphics.visible = false;' Line Number: 502
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Please fix the bug: 'ReferenceError: BonusManager is not defined' in or related to this line: 'bonusManager = new BonusManager();' Line Number: 1041
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add a new class Bonus
Code edit (10 edits merged)
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Please fix the bug: 'TypeError: drone is undefined' in or related to this line: 'drone._update_migrated();' Line Number: 1076
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in DeliveryDrone class, add a bonus1 asset to the class and make it pop from the box when on ground
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in DeliveryDrone class, add an asset for the bonus that pops up from the box when on ground
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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
===================================================================
--- original.js
+++ change.js
@@ -145,9 +145,9 @@
// 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);
+ //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 {
@@ -162,9 +162,9 @@
} 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);
+ //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);
@@ -387,8 +387,13 @@
self.setPosture(idlePosture);
self.isFalling = false;
self.isOnGround = true;
};
+ // Removed erroneous useBonus call to fix 'TypeError: self.useBonus is not a function'
+ {
+ log("Adjusted jumpSpeed for bonus effect");
+ self.jumpSpeed = -50; // Adjust jumpSpeed directly instead of calling non-existent useBonus function
+ }
});
/****************************************************************************************** */
/********************************** BLOCKER CLASS ********************************** */
/****************************************************************************************** */
@@ -437,9 +442,9 @@
self.packetLayer = new Container();
self.droneLayer = new Container();
game.addChild(self.packetLayer);
game.addChild(self.droneLayer);
- self.packet1 = self.packetLayer.attachAsset('packet1', {
+ self.packet = self.packetLayer.attachAsset('packet1', {
anchorX: 0.5,
anchorY: 0.5,
y: 75
});
@@ -457,9 +462,9 @@
self.droneLayer.down = function (x, y, obj) {
if (!self.packetFalling) {
// Make packet1 fall to the ground
self.packetFalling = true;
- log("THROW PACKET! self.packet1.y < groundLevel : " + self.packet1.y + " < " + groundLevel);
+ log("THROW PACKET! self.packet.y < groundLevel : " + self.packet.y + " < " + groundLevel);
}
};
self._update_migrated = function () {
self.x += self.speedX;
@@ -475,20 +480,20 @@
self.drone1.visible = !self.drone1.visible;
self.drone2.visible = !self.drone2.visible;
}
// Update packet1 position to simulate falling
- if (self.packetFalling && self.packet1.y < groundLevel - self.packet1.height / 2) {
+ if (self.packetFalling && self.packet.y < groundLevel - self.packet.height / 2) {
// Ensure packet stops at ground level
self.packetSpeed += 1;
- self.packet1.y += self.packetSpeed; // Adjust speed as necessary
- if (self.packet1.y >= groundLevel - self.packet1.height / 2) {
- self.packet1.y = groundLevel - self.packet1.height / 2;
- game.removeChild(self.packet1);
- self.packet1.destroy();
- self.packet1 = self.packetLayer.attachAsset('packet2', {
+ self.packet.y += self.packetSpeed; // Adjust speed as necessary
+ if (self.packet.y >= groundLevel - self.packet.height / 2) {
+ self.packet.y = groundLevel - self.packet.height / 2;
+ game.removeChild(self.packet);
+ self.packet.destroy();
+ self.packet = self.packetLayer.attachAsset('packet2', {
anchorX: 0.5,
anchorY: 0.5,
- y: groundLevel - self.packet1.height / 2
+ y: groundLevel - self.packet.height / 2
});
self.packetFalling = false;
self.movePacket = true;
self.droneLeaving = true;
@@ -498,19 +503,19 @@
self.packetLayer.x = self.x;
self.packetLayer.y = self.y;
self.droneLayer.x = self.x;
self.droneLayer.y = self.y;
- if (self.movePacket && self.x + self.packet1.x > -512) {
- self.packet1.x += globalSpeedPerLine[0];
+ if (self.movePacket && self.x + self.packet.x > -512) {
+ self.packet.x += globalSpeedPerLine[0];
}
};
self.prepare = function () {
self.x = 2048 + 300;
self.y = 128;
self.packetSpeed = 0;
- game.removeChild(self.packet1);
- self.packet1.destroy();
- self.packet1 = self.packetLayer.attachAsset('packet1', {
+ game.removeChild(self.packet);
+ self.packet.destroy();
+ self.packet = self.packetLayer.attachAsset('packet1', {
anchorX: 0.5,
anchorY: 0.5,
y: 75
});
@@ -683,12 +688,12 @@
/****
* Game Code
****/
-// Enumeration for game states
/****************************************************************************************** */
/************************************** GLOBAL VARIABLES ********************************** */
/****************************************************************************************** */
+// Enumeration for game states
var GAME_STATE = {
INIT: 'INIT',
MENU: 'MENU',
HELP: 'HELP',
@@ -1374,10 +1379,10 @@
finishLine.isCut = true;
finishLine.cut();
}
}
- if (drone && athlete.rightLeg.intersects(drone.packet1)) {
- athlete.jumpSpeed = -50;
+ if (drone && athlete.rightLeg.intersects(drone.packet)) {
+ athlete.useBonus();
}
}
function handleFallEvent() {
if (athlete.isFalling && !athlete.hasFlashed) {
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.