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There's a problem for decorations, they sometimes appear with a big size, not respecting the height dependency on progress. can you find why ?
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add a global nbDecorations
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in Decoration update, also log y
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in decoration class reset(), log assetIndex and size
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pass i index to Decoration constructor and store it in an index property
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add a global array for decorations
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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: 'TypeError: mainGraphics is undefined' in or related to this line: 'mainGraphics.width = startSize;' Line Number: 200
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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
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add a drop shadow to score text
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stop stipes update when isKilled
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when level == 1; make lampPost not visible
===================================================================
--- original.js
+++ change.js
@@ -172,10 +172,10 @@
}
var newTint = intensityHalf << 16 | intensityHalf << 8 | intensityHalf;
mainGraphics.tint = newTint;
self.progress = Math.max(0, self.y - startY) / (endY - startY); // Update progress property
- self.assets[self.assetIndex].height = startSize + (endSize - startSize) * self.progress;
- self.assets[self.assetIndex].width = self.assets[self.assetIndex].height * assetWidthRatio;
+ mainGraphics.height = startSize + (endSize - startSize) * self.progress;
+ mainGraphics.width = mainGraphics.height * assetWidthRatio;
var tempSpeed = currentSpeed * 0.05 + currentSpeed * (self.progress * 3);
var newSpeed = currentSpeed; // + 10 * self.progress;
newSpeed = tempSpeed * 1; // TEMP DEBUG !!!
self.y += newSpeed;
@@ -198,10 +198,11 @@
self.assetIndex = Math.floor(Math.random() * self.assets.length);
self.assets.forEach(function (asset, index) {
asset.visible = index === self.assetIndex;
});
- self.assets[self.assetIndex].width = startSize;
- self.assets[self.assetIndex].height = startSize;
+ var mainGraphics = self.assets[self.assetIndex];
+ mainGraphics.width = startSize;
+ mainGraphics.height = startSize;
leftStartX = baseLeftStartX - rand * xOffset / 2;
leftEndX = leftStartX - xOffset * (1 + rand);
rightStartX = baseRightStartX + rand * xOffset / 2;
rightEndX = rightStartX + xOffset * (1 + rand);
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