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in gamePlayingDown when "// Make the athlete run" animate the button width and height to simulate a button press
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add a 'down' handler for runbutton
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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
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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
===================================================================
--- original.js
+++ change.js
@@ -180,11 +180,11 @@
self.y = linesGroundLevels[self.lineIndex];
// Define speed for next hurdle => Defines the Difficulty
//self.nextHurdleSpeedX = -1 + (-5 + 10 * Math.random()); // Level 1/3
//self.nextHurdleSpeedX = 0 + (-5 + 15 * Math.random()); // Level 2/3
- self.nextHurdleSpeedX = -1 * Math.min(0, 2 - difficultyLevel) + (-5 + 10 * Math.random() * (1 + 0.5 * (difficultyLevel - 1))); // Level n
+ self.nextHurdleSpeedX = -2 * Math.min(0, 2 - difficultyLevel) + (-5 + 10 * Math.random() * (1 + 0.5 * (difficultyLevel - 1))); // Level n
if (difficultyLevel == 1 && obstacles[self.lineIndex].length <= 3 && self.x > athlete.x) {
- self.nextHurdleSpeedX = -1 - 1 * Math.abs(self.nextHurdleSpeedX); // Level 1/3
+ self.nextHurdleSpeedX = -2 - 1 * Math.abs(self.nextHurdleSpeedX); // Level 1/3
}
} else {
self.jumpAnim();
}
@@ -258,8 +258,13 @@
}
self.jumpAnim();
}
}
+ // Update athlete speed
+ if (self.isOnGround && !finishLine.isCut && Date.now() - lastRunTime > 1000) {
+ speedGauge = Math.max(0, speedGauge - 0.001 * (Date.now() - lastRunTime) / 1000);
+ globalSpeedPerLine[0] = globalBaseSpeed * speedGauge;
+ }
} else {
// Falling
self.y += 5;
self.fallAnim();
@@ -269,13 +274,8 @@
self.speedY = 0;
self.y = linesGroundLevels[self.lineIndex] + 200;
}
}
- // Update athlete speed
- if (Date.now() - lastRunTime > 1000) {
- speedGauge = Math.max(0, speedGauge - 0.05 * (Date.now() - lastRunTime) / 1000);
- globalSpeedPerLine[0] = globalBaseSpeed * speedGauge;
- }
} else {
if (self.finishPosition == 1) {
self.victoryAnim();
}
@@ -845,9 +845,9 @@
var scoreTxt;
var drone;
var bonusManager;
var currentFinishPosition = 1;
-var difficultyLevel = 2;
+var difficultyLevel = 1;
var droneEnrtyObstacleNumber = 5;
var droneStaySeconds = 3;
var globalBaseSpeed = -20 - 10 * difficultyLevel;
var globalSpeedPerLine = []; // Global speed for tracks and obstacles default -10 / min = -4
@@ -973,18 +973,30 @@
initPlayingState();
}
function gamePlayingDown(x, y, obj) {
log("gamePlayingDown ...");
- if (athlete.isRunning && !finishLine.isCut) {
- if (x < game.width / 2) {
- lastRunTime = Date.now();
- speedGauge = Math.min(1, speedGauge + 0.2);
- } else {
- speedGauge = Math.min(1, speedGauge + 0.1);
- // Make the athlete jump
- athlete.jump();
+ if (!finishLine.isCut) {
+ if (athlete.isRunning && !athlete.isFalling) {
+ var speedGaugeDelta = 0;
+ if (x < game.width / 2) {
+ lastRunTime = Date.now();
+ // Animate runButton to simulate a button press
+ runButton.width *= 0.95;
+ runButton.height *= 0.95;
+ LK.setTimeout(function () {
+ runButton.width /= 0.95;
+ runButton.height /= 0.95;
+ }, 100);
+ // Make the athlete run
+ speedGaugeDelta = speedGauge ? 0.3 : 0.6;
+ } else {
+ speedGaugeDelta = speedGauge ? 0.1 : 0.2;
+ // Make the athlete jump
+ athlete.jump();
+ }
+ speedGauge = Math.min(1, speedGauge + speedGaugeDelta);
+ globalSpeedPerLine[0] = globalBaseSpeed * speedGauge;
}
- globalSpeedPerLine[0] = globalBaseSpeed * speedGauge;
} else {
log("gamePlayingDown : raceFinishTime : " + raceFinishTime + " => " + (Date.now() - raceFinishTime));
if (Date.now() - raceFinishTime > 1000) {
// Return to menu
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.