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Please fix the bug: 'TypeError: mainGraphics is undefined' in or related to this line: 'mainGraphics.width = startSize;' Line Number: 200
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Please fix the bug: 'ReferenceError: mainGraphics is not defined' in or related to this line: 'mainGraphics.width = startSize;' Line Number: 199
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Please fix the bug: 'ReferenceError: rand is not defined' in or related to this line: 'var leftStartX = baseLeftStartX - rand * xOffset / 2;' Line Number: 180
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ok apply this
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Please fix the bug: 'ReferenceError: mainGraphics is not defined' in or related to this line: 'mainGraphics.texture = LK.getAsset(randomAsset, {}).texture;' Line Number: 170
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I think calling self.attachAsset at each reset may not be performant, there should be a better way
Code edit (1 edits merged)
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add a drop shadow to score text
Code edit (9 edits merged)
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stop stipes update when isKilled
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when level == 1; make lampPost not visible
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Code edit (5 edits merged)
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replace if (self.y > roadTop + roadHeight) { self.y -= roadHeight; // Move stripe back to the top self.stripeGraphics.height = 0; // Reset height to initial value self.stripeGraphics.tint = 0xFFFFFF; // Reset tint to initial value } to place thestipe just before the stripe with lowest y
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in stripe.y = roadTop + (i === 0 ? 1 : stripes[i - 1].stripeGraphics.height) take into account previous stripe y
Code edit (7 edits merged)
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no, stripe.y = roadTop + i * (roadHeight / nbStripes); // Position stripe under the previous one should get previous stripe height from the array (1 for 1st one)
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update stripe.y = roadTop + i * stripe.stripeGraphics.height; // Position stripe under the previous one because stripes height is dynamic
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update stripe.y = roadTop + i * (roadHeight / nbStripes); // Position stripes to keep them continuously stacked to place stripe under the previous one
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Please fix the bug: 'ReferenceError: stripeGraphics is not defined' in or related to this line: 'stripeGraphics.tint = newTint;' Line Number: 839
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Please fix the bug: 'TypeError: stripe.stripeGraphics is undefined' in or related to this line: 'stripe.stripeGraphics.height = roadHeight / 20 * stripe.progress; // Adjust height based on progress' Line Number: 994
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in for (var i = 0; i < 20; i++) { var stripe = new Stripe(); stripe.y = roadTop + i * (roadHeight / 20); // Position stripes to keep them continuously stacked stripes.push(stripe); game.addChild(stripe); } calculate stipe progress then adjust its height
===================================================================
--- original.js
+++ change.js
@@ -307,12 +307,9 @@
});
self.x = 2048 / 2; // Center horizontally
self.y = 0; // Position at the top
self.update = function () {
- // Old 255 -> 128 / New 128-255
- var reverseIntensity = 128 + (255 - intensityHalf);
- reverseIntensity = Math.max(192, reverseIntensity);
- var newTint = reverseIntensity << 16 | reverseIntensity << 8 | reverseIntensity;
+ var newTint = intensityHalf << 16 | intensityHalf << 8 | intensityHalf;
landscapeGraphics.tint = newTint; // Apply reduced tint to the road based on the intensity
//debugTxt.setText(intensityHalf.toFixed(2));
};
});
@@ -723,8 +720,9 @@
//leftLampPost.tint = newTint;
var tempProgress = Math.max(0, leftLampPost.y - leftLampStartY) / (leftLampEndY - leftLampStartY);
var tempSpeed = currentSpeed * 0.05 + currentSpeed * (tempProgress * 3);
leftLampPost.y += tempSpeed;
+ leftLampPost.visible = currentLevel !== 1; // Make lampPost not visible when level is 1
if (leftLampPost.y > leftLampEndY) {
leftLampPost.y = leftLampStartY;
leftLampPost.x = leftLampStartX;
leftLampPost.height = leftLampStartH;
@@ -746,8 +744,9 @@
var rightLampPost = self.rightLampPosts[i];
var tempProgress = Math.max(0, rightLampPost.y - rightLampStartY) / (rightLampEndY - rightLampStartY);
var tempSpeed = currentSpeed * 0.05 + currentSpeed * (tempProgress * 3);
rightLampPost.y += tempSpeed;
+ rightLampPost.visible = currentLevel !== 1; // Make right lampPost not visible when level is 1
if (rightLampPost.y > rightLampEndY) {
rightLampPost.y = rightLampStartY;
rightLampPost.x = rightLampStartX;
rightLampPost.height = rightLampStartH;
@@ -806,9 +805,9 @@
var newTint = intensityHalf << 16 | intensityHalf << 8 | intensityHalf;
self.stripeGraphics.tint = newTint;
var tempSpeed = currentSpeed * 0.05 + currentSpeed * (self.progress * 3);
self.y += tempSpeed;
- self.stripeGraphics.height = 200 * self.progress; // Adjust height based on progress
+ self.stripeGraphics.height = 400 * self.progress; // Adjust height based on progress
if (self.y > roadTop + roadHeight) {
/*
// Find the stripe with the lowest y
var lowestY = Math.min.apply(Math, _toConsumableArray(stripes.map(function (stripe) {
@@ -878,9 +877,9 @@
var roadHeight = 2000;
var roadTop = 1000; // ~= road.height/2 - baseY
var background;
var landscape1;
-var nbStripes = 20;
+var nbStripes = 33;
var coins = [];
var obstacles = [];
var road;
var score = 0;
@@ -996,13 +995,13 @@
game.addChild(background);
// Add a series of Stripe instances to cover the bottom half of the screen
for (var i = 0; i < nbStripes; i++) {
var stripe = new Stripe();
- stripe.y = roadTop + (i === 0 ? 1 : stripes[i - 1].y + stripes[i - 1].stripeGraphics.height); // Position stripe under the previous one using previous stripe y and height
+ stripe.y = i === 0 ? roadTop : stripes[i - 1].y + stripes[i - 1].stripeGraphics.height; // Position stripe under the previous one using previous stripe y and height
stripe.progress = Math.max(0, stripe.y - roadTop) / roadHeight; // Calculate progress
stripes.push(stripe);
game.addChild(stripe);
- stripe.stripeGraphics.height = 1 + 200 * stripe.progress; // Adjust height based on progress
+ stripe.stripeGraphics.height = 1 + 400 * stripe.progress; // Adjust height based on progress
console.log("Stripe ", i, " y=", stripe.y, " h=", stripe.stripeGraphics.height, " p=", stripe.progress);
}
// Create and attach a decoration instance to the game
var newDecoration = new Decoration();
Directly overhead, plumb view of a beggar heading top (we see his back).. Zenith view, directly overhead, plumb view. NOT PERSPECTIVE! Fantasy theme. Pixel art
a traffic cone. video game sprite
face view of a big start button in the shape of a dollar bill. video game style
a tree. video game style
a black garbage bag. video game style
Dollar bill. Perspective. video game sprite
perspective of a simple snake rolled up on itself.. video game sprite
Ball of dry desert bushes. video game sprite
tractor. high definition video game sprite
street ad billboard with 1 or 2 posts with "Get rich!" on it. high definition video game sprite
a dog sleeping on a street. video game sprite
desert bush. video game sprite
profile view of an empty motorcycle helmet. black with a white vertical central band and another thiner orange band on the center. NOT PERSPECTIVE!. Pixel art high definition
simple red and white magnet. video game style
gold sign with a "X" and a "2". video game style
bgMusic
Music
coin_1
Sound effect
hit_1
Sound effect
hit_2
Sound effect
hit_3
Sound effect
levelWin_1
Sound effect
car_1
Sound effect
police_1
Sound effect
ambulance_1
Sound effect
accident_1
Sound effect
killed_1
Sound effect
jump_1
Sound effect
rip_1
Sound effect
bonus_take
Sound effect
bonus_approaching
Sound effect