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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'restore')' in or related to this line: 'opponents[i].restore();' Line Number: 633
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'restore')' in or related to this line: 'opponents[i].restore();' Line Number: 632
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in gameInitialize, after startButton init, on button press, call cleanMenuState and switch to playing state
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'on')' in or related to this line: 'startButton.on('down', function () {' Line Number: 419
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on button press, call cleanMenuState and switch to playing state
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add a button Asset at the center of the screen before the Start text. don't replace Start text
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add a button Asset at the center of the screen
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add a Start Text in the center of the screen
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = obstacles[line].length - 1; i >= 0; i--) {' Line Number: 529
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update updateObstacles for the new obstacles array system
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Please fix the bug: 'ReferenceError: obstaclesLine1 is not defined' in or related to this line: 'for (var i = obstaclesLine1.length - 1; i >= 0; i--) {' Line Number: 540
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update checkForCollisions for the new obstacles array system
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Please fix the bug: 'TypeError: obstacles[i].update is not a function' in or related to this line: 'obstacles[i].update();' Line Number: 529
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use a 2 dimension array for obstacle lines
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use the opponents array instead of oppenent1 in all the code where oppenent1 is used
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use the opponents array instead of oppenent1 in all the code where oppenent1 is used
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use the opponents array instead of oppenent1
/**** * Classes ****/ /****************************************************************************************** */ /**************************************** CLASSES ***************************************** */ /****************************************************************************************** */ /****************************************************************************************** */ /************************************* ATHLETE CLASS ************************************** */ /****************************************************************************************** */ var Athlete = Container.expand(function (line) { var self = Container.call(this); self.speedX = -1 * globalSpeedPerLine[line]; self.jumpSpeed = -17; self.lastJumpTime = 0; self.interJumpDelayMs = 500; self.gravity = 0.5; self.lineIndex = line; self.isAi = line > 0; self.isOnGround = true; 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]; // 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; } if (self.targetPosture && self.targetPosture.head) { 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.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; // 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.moveRight = function () { self.x += self.speedX; }; self.jump = function () { globalSpeedPerLine[self.lineIndex] = globalSpeedPerLine[self.lineIndex] * 0.9; if (self.isOnGround && Date.now() - self.lastJumpTime > self.interJumpDelayMs) { self.isOnGround = false; self.speedY = self.jumpSpeed; self.lastJumpTime = Date.now(); log("--------------- JUMP --------------------"); } }; self.update = function () { if (!self.isFalling) { if (self.isOnGround) { self.leftLeg.height = 200; self.leftArm.height = 200; self.trunk.rotation = 0.125; self.runAnim(); } else { self.speedY += self.gravity * Math.abs(globalSpeedPerLine[0] / 10); //self.lineIndex self.y += self.speedY * Math.abs(globalSpeedPerLine[0] / 10); //self.lineIndex //log("self.speedY=" + self.speedY, " / self.y=" + self.y); if (self.y >= linesGroundLevels[self.lineIndex]) { self.y = linesGroundLevels[self.lineIndex]; self.isOnGround = true; self.speedY = 0; } else { self.jumpAnim(); } } } else { self.y += 5; if (self.y >= linesGroundLevels[self.lineIndex] + 200) { self.y = linesGroundLevels[self.lineIndex] + 200; self.isOnGround = true; self.speedY = 0; } } self.updatePosture(); /* ********************************************************** ATHLETE AI **************************************************** */ if (self.isAi) { if (athlete.isFalling) { self.moveRight(); } else { //self.x += 4 - 8 * Math.random(); self.x += globalSpeedPerLine[self.lineIndex] * 0.05 * Math.random(); } // Auto jump hurdles in obstacles[self.lineIndex] if (self.isOnGround) { for (var i = 0; i < obstacles[self.lineIndex].length; i++) { var distance = obstacles[self.lineIndex][i].x - self.x; if (distance > 0 && distance <= 200) { self.jump(); break; // Jump once for the closest obstacle within range } } } } }; self.runAnim = function () { var ocsilDelay = 5; 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 () { 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 () { 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.setPosture = function (newPosture) { log("Set posture: " + newPosture.name); self.targetPosture = newPosture; }; self.restore = function () { log("restore..."); self.x = 400; 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.hasFlashed = false; self.hasFlashedGround = false; }; }); /****************************************************************************************** */ /************************************** 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 = function () { self.speedX = globalSpeedPerLine[0]; self.x += self.speedX; }; }); /****************************************************************************************** */ /************************************** TRACK CLASS ************************************ */ /****************************************************************************************** */ var Track = Container.expand(function () { var self = Container.call(this); self.speedX = globalSpeedPerLine[0]; // Use global speed for track movement // Attach track asset self.trackAsset = self.attachAsset('track', { anchorX: 0.0, anchorY: 0.0 }); // Method to update track position self.update = function () { self.speedX = globalSpeedPerLine[0]; self.x += self.speedX; // Reset position to create a continuous track effect if (self.x <= -2048 - self.speedX * 2) { self.x = 2048 + self.speedX * 2; } }; }); /**** * 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 = [groundLevel - 200, groundLevel - 420, groundLevel - 640]; // Ground level set 200px from the bottom var groundLevelLine1 = 2732 - 200; // Ground level set 200px from the bottom var numberOfLines = 1 + numberOfOpponents; var obstacles = [[], []]; var obstacleSpawnTicker = 0; var obstacleSpawnRate = 180; // Spawn an obstacle every 2 seconds var obstacleJustPassed = false; var track; var track2; var track3; var track4; var scoreTxt; var globalSpeed = -10; //-10; // Global speed for tracks and obstacles min = -4 var globalSpeedIncreaseStep = 5; var globalSpeedPerLine = [-10, -10]; var colorsArray = [0x1188FF, 0xFF0000, 0x00FF00, 0xFFFF00, 0xFF00FF, 0x00FFFF, 0xFFFFFF, 0xFF8811]; var isDebug = true; var debugMarker; // UI var startText; var startButton; /****************************************************************************************** */ /************************************** POSTURES ****************************************** */ /****************************************************************************************** */ var idlePosture = { name: "idlePosture", trunk: { x: 0, y: 0, r: 0.125 }, head: { x: 0, y: 0 }, rightArm: { x: 20, y: -80, r: 0 //Math.PI * 2 * 0.0 }, leftArm: { x: -20, y: -80, r: 0 //Math.PI * 2 * 0.125 }, rightLeg: { x: 5, y: 100 }, leftLeg: { x: -5, y: 100 } }; /****************************************************************************************** */ /*********************************** 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 () { athlete.jump(); }); /****************************************************************************************** */ /************************************* AI FUNCTIONS *************************************** */ /****************************************************************************************** */ /****************************************************************************************** */ /************************************* GAME STATES **************************************** */ /****************************************************************************************** */ function gameInitialize() { log("Game initialize..."); // Add background asset scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" // White color for better visibility }); scoreTxt.anchor.set(0.5, 0); // Center the score text horizontally LK.gui.top.addChild(scoreTxt); // Add the score text to the GUI overlay at the top center var background = LK.getAsset('background', { anchorX: 0.0, anchorY: 0.0, visible: false // TEMP DEBUG }); game.addChild(background); // Initialize track using Track class track = game.addChild(new Track()); track.x = 0; track.y = 2732 - 512; // Second track instance for continuous effect track2 = game.addChild(new Track()); track2.x = 2048; // Position the second track right after the first one track2.y = 2732 - 512; // Second line track 1 track3 = game.addChild(new Track()); track3.x = 0; track3.y = 2732 - 1024; // Second line track 2 track4 = game.addChild(new Track()); track4.x = 2048; track4.y = 2732 - 1024; // Initialize ground levels & speeds for (var line = 0; line < numberOfLines; line++) { linesGroundLevels[line] = groundLevel - 200 - 220 * line; globalSpeedPerLine[line] = -10; } // Initialize athlete athlete = game.addChild(new Athlete(0)); athlete.restore(); // Initialize opponents for (var i = 0; i < numberOfOpponents; i++) { opponents[i] = game.addChild(new Athlete(i + 1)); opponents[i].restore(); } // Add Button in the center of the screen startButton = LK.getAsset('button', { anchorX: 0.5, // Center the button horizontally anchorY: 0.5, // Center the button vertically x: 2048 / 2, // Position horizontally in the center y: 2732 / 2 // Position vertically above the start text }); game.addChild(startButton); startButton.on('down', function () { cleanMenuState(); gameState = GAME_STATE.PLAYING; }); // 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; if (isDebug) { // Debug Marker debugMarker = LK.getAsset('debugMarker', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(debugMarker); debugMarker.x = 0; debugMarker.y = groundLevel; } } function gamePlaying() { //log("Game playing..."); // Spawn obstacles spawnObstacles(); // Update obstacles updateObstacles(); // Update tracks updateTracks(); // Update Progress updateProgress(); // Update opponents opponents.forEach(function (opponent) { opponent.update(); game.addChild(opponent); }); // Update athlete athlete.update(); game.addChild(athlete); // Check for collisions checkForCollisions(); } function cleanMenuState() { game.removeChild(startText); game.removeChild(startButton); } /****************************************************************************************** */ /************************************** GAME FUNCTIONS ************************************ */ /****************************************************************************************** */ function updateTracks() { if (!(athlete.isFalling && athlete.isOnGround)) { track.update(); track2.update(); track3.update(); track4.update(); } } function spawnObstacles() { // Spawn obstacles obstacleSpawnTicker += athlete.isFalling ? 0 : 1; if (obstacleSpawnTicker >= obstacleSpawnRate) { obstacleSpawnTicker = 0; for (var line = 0; line < numberOfLines; line++) { obstacles[line] = obstacles[line] || []; var newObstacle = new Obstacle(line); newObstacle.x = 2048 + 100 * line; // Start from the right edge newObstacle.y = groundLevel + 200 - 220 * line; obstacles[line].push(newObstacle); game.addChild(newObstacle); } } } 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(); // 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; } } } } } function updateProgress() { if (obstacleJustPassed) { // Update Progress obstacleJustPassed = false; LK.setScore(LK.getScore() + 1); // Add 1 to score for each hurdle passed only if not falling scoreTxt.setText(LK.getScore()); // Update score text with prefix // Increase global speed after each obstacle passed and add 1 to score only if not falling for (var line = 0; line < numberOfLines; line++) { globalSpeedPerLine[line] -= globalSpeedIncreaseStep; } } } function checkForCollisions() { for (var line = 0; line < numberOfLines; line++) { obstacles[line] = obstacles[line] || []; for (var i = 0; i < obstacles[line].length; i++) { var obstacle = obstacles[line][i]; if (line === 0) { if (athlete.intersects(obstacle.centralRod)) { athlete.isFalling = true; athlete.isOnGround = false; athlete.fallAnim(); // Call fall animation before game over } } else { if (opponents[line - 1].intersects(obstacle.centralRod)) { opponents[line - 1].isFalling = true; opponents[line - 1].isOnGround = false; opponents[line - 1].fallAnim(); // Call fall animation before game over } } } } handleFallEvent(); } 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; } 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 () { //LK.showGameOver(); // Show game over screen globalSpeedPerLine[0] = -10; athlete.restore(); }, 1000); // Delay game over to allow fall animation to be seen } for (var i = 0; i < numberOfOpponents; i++) { log("opponents[i]: ", opponents[i]); if (opponents[i] && opponents[i].isFalling && !opponents[i].hasFlashed) { opponents[i].hasFlashed = true; LK.setTimeout(function () { globalSpeedPerLine[i + 1] = -10; opponents[i].restore(); }, 1000); } } } /****************************************************************************************** */ /************************************** MAIN GAME LOOP ************************************ */ /****************************************************************************************** */ LK.on('tick', function () { switch (gameState) { case GAME_STATE.MENU: // Handle menu logic here break; case GAME_STATE.STARTING: // Handle game starting logic here break; case GAME_STATE.PLAYING: gamePlaying(); break; case GAME_STATE.SCORE: // Handle score display logic here break; } }); gameInitialize();
===================================================================
--- original.js
+++ change.js
@@ -613,9 +613,9 @@
}, 1000); // Delay game over to allow fall animation to be seen
}
for (var i = 0; i < numberOfOpponents; i++) {
log("opponents[i]: ", opponents[i]);
- if (opponents[i].isFalling && !opponents[i].hasFlashed) {
+ if (opponents[i] && opponents[i].isFalling && !opponents[i].hasFlashed) {
opponents[i].hasFlashed = true;
LK.setTimeout(function () {
globalSpeedPerLine[i + 1] = -10;
opponents[i].restore();
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.