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add a Text2 in the Billboard class
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add a Billboard class
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Please fix the bug: 'TypeError: jumpButtonHelpText is undefined' in or related to this line: 'jumpButtonHelpText.visible = true;' Line Number: 1686
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implement setRoundColors use a random color for the tint except the 1st color '0x1188FF' which is fixed for the player (line 0)
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Please fix the bug: 'TypeError: athlete is undefined' in or related to this line: 'usedColors.push(opponents[i] ? opponents[i].tint : athlete.tint);' Line Number: 1624
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in getRunnerColor, ensure that runners don't get the same color
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in Athlete class, use a random color for the tint except the 1st color '0x1188FF' which is fixed for the player (line 0)
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add more unique colors to the colorsArray
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Please fix the bug: 'TypeError: LK.gameover is not a function' in or related to this line: 'LK.gameover();' Line Number: 1008
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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.isRunning = false; self.isBlocked = false; self.nextHurdleSpeedX = 0; self.jumpSpeedDefault = -20; // -17; self.jumpSpeedBonus = -40; self.jumpSpeed = self.jumpSpeedDefault; 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; self.justTookBonus = false; self.nbJumps = 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 => 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 = -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 = -2 - 1 * Math.abs(self.nextHurdleSpeedX); // Level 1/3 } } 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 && !self.isBlocked) { nextX += -1 * globalSpeedPerLine[0]; } if (self.isBlocked) { nextX += 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); self.speedY += self.gravity * 2; self.y += self.speedY * 2; if (self.y >= linesGroundLevels[self.lineIndex]) { // Reached the ground self.isOnGround = true; self.speedY = 0; self.y = linesGroundLevels[self.lineIndex]; if (self.justTookBonus) { log("Restore previous Speed..." + self.speedBeforeBonus); globalSpeedPerLine[self.lineIndex] = self.speedBeforeBonus; self.speedBeforeBonus = 0; } } else { if (self.justTookBonus) { log("Apply Bonus Speed..."); if (!self.speedBeforeBonus) { log("Save previous Speed..." + globalSpeedPerLine[self.lineIndex]); self.speedBeforeBonus = globalSpeedPerLine[self.lineIndex]; } globalSpeedPerLine[self.lineIndex] = self.speedBeforeBonus * 2; } self.jumpAnim(); } } // Update athlete speed if (self.isOnGround && !finishLine.isCut && Date.now() - lastRunTime > 1000) { // Decelerate when not pressing button speedGauge = Math.max(0, speedGauge - 0.02 * (Date.now() - lastRunTime) / 1000); globalSpeedPerLine[0] = globalBaseSpeed * speedGauge; } } 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; // Handle jump bonus if (!self.isAI && self.justTookBonus) { self.nbJumps++; if (self.nbJumps > 3) { log("JUMPS FINISHED " + self.nbJumps); self.justTookBonus = false; self.jumpSpeed = self.jumpSpeedDefault; self.speedBeforeBonus = 0; self.nbJumps = 0; globalSpeedPerLine[self.lineIndex] = globalBaseSpeed * speedGauge; bonusManager.endBonus(); } } 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[self.lineIndex].x + " vs " + (finishLine.x + 512)); } if (!self.isAI && speedGauge < 0.2) { return; } var ocsilDelay = 5 * (self.isAi ? 1 : 2 - speedGauge); 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; }; self.useBonus = function () { log("Player useBonus...", self.justTookBonus); if (self.justTookBonus) { return; } self.justTookBonus = true; self.jumpSpeed = self.jumpSpeedBonus; // Adjust jumpSpeed for bonus }; }); /****************************************************************************************** */ /********************************** 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; }; }); /****************************************************************************************** */ /********************************** BONUS CLASS ********************************** */ /****************************************************************************************** */ var BonusManager = Container.expand(function () { var self = Container.call(this); self.isUsed = false; self.alphaDirection = -1; // Bonus asset self.bonusGraphics = self.attachAsset('bonus1', { anchorX: 0.5, anchorY: 0.5, width: 100, height: 100, x: game.width - 150, y: 75, visible: false }); // Update method for animations or effects over time self._update_migrated = function () { if (!self.isUsed) { return; } if (LK.ticks % 120) { self.bonusGraphics.alpha += self.alphaDirection * 0.1; if (self.bonusGraphics.alpha <= 0 || self.bonusGraphics.alpha >= 1) { self.alphaDirection *= -1; } } }; self.useBonus = function () { log("BonusManager useBonus..."); if (self.isUsed) { log("Alredy used ..."); return; } self.isUsed = true; drone.useBonus(); athlete.useBonus(); self.bonusGraphics.visible = true; }; self.endBonus = function () { log("BonusManager endBonus..."); self.bonusGraphics.visible = false; self.isUsed = false; }; }); /****************************************************************************************** */ /************************************** DRONE CLASS ************************************ */ /****************************************************************************************** */ var DeliveryDrone = Container.expand(function () { var self = Container.call(this); self.speedX = 0; self.packetSpeed = 0; self.entered = false; self.enterTime = 0; self.packetDropped = false; self.packetFalling = false; self.movePacket = false; self.droneLeaving = false; // Create layers for packets and drones self.packetLayer = new Container(); self.droneLayer = new Container(); game.addChild(self.packetLayer); game.addChild(self.droneLayer); self.packet = self.packetLayer.attachAsset('packet1', { anchorX: 0.5, anchorY: 0.5, y: 75 }); self.bonus = self.packetLayer.attachAsset('bonus1', { anchorX: 0.5, anchorY: 0.5, y: 75, visible: false, isUsed: false }); self.drone1 = self.droneLayer.attachAsset('drone', { anchorX: 0.5, anchorY: 0.5 }); self.drone2 = self.droneLayer.attachAsset('drone2', { anchorX: 0.5, anchorY: 0.5 }); self.drone1.visible = true; self.drone2.visible = false; self.dropPacket = function () { if (!self.packetDropped) { // Make packet fall to the ground self.packetDropped = true; self.packetFalling = true; log("THROW PACKET! self.packet.y < groundLevel : " + self.packet.y + " < " + groundLevel); } }; self.packetLayer.down = function (x, y, obj) { self.dropPacket(); }; // Down works on last layer only ? self.droneLayer.down = function (x, y, obj) { self.dropPacket(); }; self._update_migrated = function () { self.x += self.speedX; // Reverse direction at screen edges if (self.x < 2048 - 300) { self.speedX = 0; } if (self.x > 2048 + 512) { self.speedX = 0; } // Toggle visibility every 120 ticks (2 seconds) if (LK.ticks % 2 == 0) { self.drone1.visible = !self.drone1.visible; self.drone2.visible = !self.drone2.visible; } // Update packet1 position to simulate falling if (self.packetFalling && self.packet.y < groundLevel - self.packet.height / 2) { // Ensure packet stops at ground level self.packetSpeed += 1; 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(); // Open the packet self.packet = self.packetLayer.attachAsset('packet2', { anchorX: 0.5, anchorY: 0.5, y: groundLevel - self.packet.height / 2 }); self.packetFalling = false; self.movePacket = true; self.droneLeaving = true; // Show the bonus self.bonus = self.packetLayer.attachAsset('bonus1', { anchorX: 0.5, anchorY: 0.5, visible: true, y: groundLevel - self.packet.height * 1.5, isUsed: false }); } } 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.packet.x > -512 && athlete.isRunning) { self.packet.x += globalSpeedPerLine[0]; self.bonus.x += globalSpeedPerLine[0]; } if (self.droneLeaving) { if (self.drone1.x < 2048 + 512) { self.drone1.x += 5; self.drone2.x += 5; if (!self.packetDropped) { self.packet.x += 5; self.bonus.x += 5; } } else { self.droneLeaving = false; } } if (self.entered && Date.now() - self.enterTime > droneStaySeconds * 1000) { self.droneLeaving = true; } }; self.prepare = function () { self.x = 2048 + 300; self.y = 128; self.packetSpeed = 0; game.removeChild(self.packet); self.packet.destroy(); self.packet = self.packetLayer.attachAsset('packet1', { anchorX: 0.5, anchorY: 0.5, y: 75 }); self.visible = false; }; self.enter = function () { if (!self.entered) { self.visible = true; self.speedX = -4; self.enterTime = Date.now(); self.entered = true; } }; self.useBonus = function () { log("Drone useBonus..."); if (self.bonus && !self.bonus.isUsed) { self.bonus.isUsed = true; self.bonus.visible = false; game.removeChild(self.bonus); self.bonus.destroy(); } }; }); /****************************************************************************************** */ /************************************** FINISH LINE CLASS ************************************ */ /****************************************************************************************** */ var FinishLine = Container.expand(function () { var self = Container.call(this); self.isCut = false; self.rightRod = self.attachAsset('finishFlag', { anchorX: 0.5, anchorY: 0.0, x: 580, y: -1540 }); self.centralRodRight = self.attachAsset('finishLine', { anchorX: 0.5, anchorY: 1, y: -200, rotation: Math.PI * 0.125, tint: 0x1188FF, height: 600 }); self.centralRodLeft = self.attachAsset('finishLine', { anchorX: 0.5, anchorY: 0, x: 455, y: -1300, rotation: Math.PI * 2.125, tint: 0x1188FF, height: 600 }); self.leftRod = self.attachAsset('finishFlag', { anchorX: 0.1, anchorY: 1.0, y: 100 }); /* 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 = 30; var cutInterval = LK.setInterval(function () { if (self.centralRodRight.height > 0) { var newHeight = Math.max(0, self.centralRodRight.height - cutHeight); self.centralRodRight.height = newHeight; self.centralRodLeft.height = newHeight; } else { LK.clearInterval(cutInterval); } }, 25); finishLine.isCut = true; }; }); /****************************************************************************************** */ /************************************** 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 () { var self = Container.call(this); // Attach track asset self.trackAsset = self.attachAsset('track', { anchorX: 0.0, anchorY: 0.0 }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to represent the sky }); /**** * Game Code ****/ /****************************************************************************************** */ /************************************** GLOBAL VARIABLES ********************************** */ /****************************************************************************************** */ // Enumeration for game states 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 blockers = []; var startX = 600; var lastRunTime = 0; var aiJumpLeftLimit = -350; var aiJumpRightLimit = 2048 + 512; var finishLine; var stadium; var stadiumOdd; var field; var fieldOdd; var farField; var farFieldOdd; var track; var scoreTxt; var drone; var bonusManager; var currentFinishPosition = 1; var difficultyLevel = 2; var globalBaseSpeed = -20 - 5 * difficultyLevel; var globalSpeedPerLine = []; // Global speed for tracks and obstacles default -10 / min = -4 var speedGauge = 0; var raceFinishTime = 0; var raceStartTime = 0; var droneEnrtyObstacleNumber = 5; var droneStaySeconds = 3; var colorsArray = [0x1188FF, 0xFF0000, 0x00FF00, 0xFFFF00, 0xFF00FF, 0x00FFFF, 0xFFFFFF, 0xFF8811]; var isDebug = true; var debugMarker; // UI var startText; var startButton; var runButton; var jumpButton; /****************************************************************************************** */ /************************************** 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 (x, y, obj) { switch (gameState) { case GAME_STATE.MENU: gameMenuDown(x, y, obj); break; case GAME_STATE.STARTING: hurdlesStartingPlayingDown(x, y, obj); break; case GAME_STATE.PLAYING: gamePlayingDown(x, y, obj); break; case GAME_STATE.SCORE: // Handle score display logic here break; } }); function gameMenuDown(x, y, obj) { log("gameMenuDown..."); cleanMenuState(); initHurdlesStartingState(); } function hurdlesStartingPlayingDown(x, y, obj) { cleanHurdlesStartingState(); initPlayingState(); } function gamePlayingDown(x, y, obj) { log("gamePlayingDown ..."); if (!finishLine.isCut) { if (athlete.isRunning && !athlete.isFalling) { var speedGaugeDelta = 0; if (x < game.width / 2) { lastRunTime = Date.now(); // Make the athlete run speedGaugeDelta = speedGauge ? 0.1 : 0.6; animateButtonPress(runButton); } else { speedGaugeDelta = speedGauge ? 0.05 : 0.1; // Make the athlete jump athlete.jump(); animateButtonPress(jumpButton); } speedGauge = Math.min(1.1, speedGauge + speedGaugeDelta); globalSpeedPerLine[0] = globalBaseSpeed * speedGauge; } } else { log("gamePlayingDown : raceFinishTime : " + raceFinishTime + " => " + (Date.now() - raceFinishTime)); if (Date.now() - raceFinishTime > 1000) { // Increase difficulty if the athlete has won the race if (athlete.finishPosition == 1) { difficultyLevel++; globalBaseSpeed = -20 - 5 * difficultyLevel; if (difficultyLevel > 3) { // TODO SWITCH TO SCORE STATE LK.showGameOver(); } } // Return to menu cleanPlayingHurdlesState(); initMenuState(); } } } /****************************************************************************************** */ /************************************* 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); var fieldBackground = LK.getAsset('fieldBackground', { anchorX: 0.0, anchorY: 0.0, x: 0, y: 898 }); game.addChild(fieldBackground); field = LK.getAsset('field', { anchorX: 0.0, anchorY: 0.0, x: -50, y: 2732 - 1024 - 600 }); game.addChild(field); fieldOdd = LK.getAsset('fieldOdd', { anchorX: 0.0, anchorY: 0.0, x: 2048 + 50, y: 2732 - 1024 - 600 }); game.addChild(fieldOdd); farField = LK.getAsset('farField', { anchorX: 0.0, anchorY: 0.0, x: -50, y: 2732 - 1024 - 600 - 512 }); game.addChild(farField); farFieldOdd = LK.getAsset('farFieldOdd', { anchorX: 0.0, anchorY: 0.0, x: 2048 + 50, y: 2732 - 1024 - 600 - 512 }); game.addChild(farFieldOdd); stadium = LK.getAsset('stadium', { anchorX: 0.0, anchorY: 0.0, x: -50, y: 150 }); game.addChild(stadium); stadiumOdd = LK.getAsset('stadiumOdd', { anchorX: 0.0, anchorY: 0.0, x: 2048 + 50, y: 150 }); game.addChild(stadiumOdd); // Initialize track using Track class track = game.addChild(new Track()); track.x = -50; track.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); } bonusManager = game.addChild(new BonusManager()); 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, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); 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); gameState = GAME_STATE.MENU; } function menuHandling() { if (drone) { drone._update_migrated(); } } 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 * (line ? 1.0 : speedGauge); } // 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; runButton = LK.getAsset('runButton', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 4, y: 2732 / 3, alpha: 0.7, tint: 0xcccccc, visible: false }); game.addChild(runButton); // Add second semi-transparent runButton in the upper half of the screen jumpButton = LK.getAsset('runButton', { anchorX: 0.5, anchorY: 0.5, x: 2048 * 3 / 4, y: 2732 / 3, alpha: 0.7, tint: 0xcccccc, rotation: -1 * Math.PI / 2, visible: false }); game.addChild(jumpButton); showRunButtons(); 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(); } if (drone) { drone._update_migrated(); } } // PLAYING HURDLES function initPlayingState() { scoreTxt = new Text2("0/" + numberOfObstacles.toString(), { size: 80, fill: "#FFFFFF" }); scoreTxt.anchor.set(0.25, 0.125); // Center the score text horizontally LK.gui.top.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; speedGauge = 0.6; globalSpeedPerLine[0] = globalBaseSpeed * speedGauge; drone = new DeliveryDrone(); // false for odd drone graphic drone.prepare(); bonusManager.endBonus(); game.addChild(drone); raceStartTime = Date.now(); 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.top.removeChild(scoreTxt); scoreTxt.destroy(); } function gamePlaying() { //log("Game playing..."); // Update fields updateFields(); // Update obstacles updateObstacles(); // 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(); // Update drone drone._update_migrated(); bonusManager._update_migrated(); } /****************************************************************************************** */ /************************************** GAME FUNCTIONS ************************************ */ /****************************************************************************************** */ function updateFields() { if (!(athlete.isFalling && athlete.isOnGround)) { field.x += globalSpeedPerLine[0]; var offset = 20; //log("Field Decalage :" + globalSpeedPerLine[0]); // Reset position to create a continuous effect if (field.x <= -2048 - offset) { field.x = 2048 + offset; } fieldOdd.x += globalSpeedPerLine[0]; // Reset position to create a continuous effect if (fieldOdd.x <= -2048 - offset) { fieldOdd.x = 2048 + offset; } // Far field farField.x += globalSpeedPerLine[0] * 0.8; // Reset position to create a continuous effect if (farField.x <= -2048 - offset) { farField.x = 2048 + offset; } farFieldOdd.x += globalSpeedPerLine[0] * 0.8; // Reset position to create a continuous effect if (farFieldOdd.x <= -2048 - offset) { farFieldOdd.x = 2048 + offset; } stadium.x += globalSpeedPerLine[0] * 0.4; // Reset position to create a continuous effect if (stadium.x <= -2048 - offset) { stadium.x = 2048 + offset; } stadiumOdd.x += globalSpeedPerLine[0] * 0.4; // Reset position to create a continuous effect if (stadiumOdd.x <= -2048 - offset) { stadiumOdd.x = 2048 + offset; } } } 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); } 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(); } } for (var line = 0; line < numberOfLines; line++) { if (blockers[line]) { blockers[line]._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; } } } if (drone && !drone.entered && numberOfObstacles - obstacles[0].length > droneEnrtyObstacleNumber) { drone.enter(); } } 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 (blockers[line] && opponents[line - 1].isRunning && opponents[line - 1].head.intersects(blockers[line])) { var blocker = blockers[line]; log("Line " + line + " : opponent " + opponents[line - 1].lineIndex + " collided with Blocker ", blocker); LK.effects.flashScreen(0xff0000, 500); // Flash screen red for half a second opponents[line - 1].isRunning = false; opponents[line - 1].isBlocked = true; (function (line) { LK.setTimeout(function () { log("Line " + line + " : opponent " + opponents[line - 1].lineIndex + " Restore after block"); game.removeChild(blockers[line]); blockers[line].destroy(); blockers.splice(line, 1); opponents[line - 1].isRunning = true; opponents[line - 1].isBlocked = false; opponents[line - 1].restore(); }, 2000); // Delay game over to allow fall animation to be seen })(line); } } } } handleFallEvent(); if (!obstacles[0].length && !finishLine.isCut) { var isReached = athlete.x > finishLine.x; if (isReached) { raceFinishTime = Date.now(); var raceTime = (raceFinishTime - raceStartTime) / 1000; scoreTxt.setText("Time:" + raceTime.toFixed(2) + " sec"); finishLine.isCut = true; finishLine.cut(); bonusManager.endBonus(); hideRunButtons(); } } // Take Bonus if (drone && drone.bonus && !drone.bonus.isUsed && athlete.trunk.intersects(drone.bonus)) { log("bonusManager useBonus..."); bonusManager.useBonus(); } } 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 * speedGauge; 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++; } function showRunButtons() { runButton.visible = true; jumpButton.visible = true; } function hideRunButtons() { runButton.visible = false; jumpButton.visible = false; } function animateButtonPress(button) { // Animate runButton to simulate a button press button.width = 512 * 0.95; button.height = 512 * 0.95; button.alpha = 0.8; LK.setTimeout(function () { button.width = 512; button.height = 512; button.alpha = 0.6; }, 100); } /****************************************************************************************** */ /************************************** MAIN GAME LOOP ************************************ */ /****************************************************************************************** */ LK.on('tick', function () { switch (gameState) { case GAME_STATE.MENU: menuHandling(); 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
@@ -970,9 +970,8 @@
function gameMenuDown(x, y, obj) {
log("gameMenuDown...");
cleanMenuState();
initHurdlesStartingState();
- LK.showGameOver();
}
function hurdlesStartingPlayingDown(x, y, obj) {
cleanHurdlesStartingState();
initPlayingState();
@@ -1004,9 +1003,9 @@
difficultyLevel++;
globalBaseSpeed = -20 - 5 * difficultyLevel;
if (difficultyLevel > 3) {
// TODO SWITCH TO SCORE STATE
- LK.gameover();
+ LK.showGameOver();
}
}
// Return to menu
cleanPlayingHurdlesState();
@@ -1499,8 +1498,10 @@
if (!obstacles[0].length && !finishLine.isCut) {
var isReached = athlete.x > finishLine.x;
if (isReached) {
raceFinishTime = Date.now();
+ var raceTime = (raceFinishTime - raceStartTime) / 1000;
+ scoreTxt.setText("Time:" + raceTime.toFixed(2) + " sec");
finishLine.isCut = true;
finishLine.cut();
bonusManager.endBonus();
hideRunButtons();
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.