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add a smooth sinusoidal vertical movement to coins, it should be relative, that is it doesn't change current y movement and shadow should not be afected by the relavive move
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add a smooth sinusoidal relative vertical movement to coins
Code edit (1 edits merged)
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in Coin update, Update also the y offset of shadow to grow with progress
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update the y offset of shadow to grow with progress
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Please fix the bug: 'TypeError: coinGraphics is undefined' in or related to this line: 'coinShadow.y = coinGraphics.height * 0.1; // Offset shadow slightly below the coin' Line Number: 41
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add and y offset between coin and its shadow
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in Coin, make Shadow w & h 80% of coin's w & h
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rename playerShadow to shadow
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add a shadow under coins graphics
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add the cent sign to the score when level == 1 and $ sign when level > 1
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add a global names currentLevel
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in game.up when killed, wait 1 se before game over
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replace ``` var newCoin = new Coin(); newCoin.reset(); coins.push(newCoin); game.addChild(newCoin); ``` by a loop to create 5 coins at y = roadTop - i * 50
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now instead of spwning 1 coin, spaw a serie of 5 on the same path at with an y offset of 50
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update `currentSpeed = currentSpeed * 0.8;` to ensure speed is always between 10 and 20 and is an integer
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add 2 globals lastObstacleHitTime and immunityDelay = 500; then use then in Obstacle update to avoid multiple collision with the same obstacle
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move player/obstacle collision logic relative to Killers from Obstacle class to Killer class
Code edit (7 edits merged)
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move player/Obstacle (except Killer) intersection logic in Obstacle class
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move player/coin intersection login in Coin class
===================================================================
--- original.js
+++ change.js
@@ -22,9 +22,8 @@
anchorY: 0.5,
alpha: 0
});
var speed = 5;
- self.sinusoidalOffset = 0; // Initialize sinusoidal offset
var startY = roadTop + 50;
var endY = startY + roadHeight;
var leftStartX = 1024 - 100;
var leftEndX = 1024 - 650;
@@ -60,10 +59,9 @@
}
var newSpeed = currentSpeed; // + 10 * self.progress;
var tempSpeed = currentSpeed * 0.05 + currentSpeed * (self.progress * 3);
newSpeed = tempSpeed;
- self.y += newSpeed;
- self.y += Math.sin(LK.ticks / 20 + self.sinusoidalOffset) * 5; // Add sinusoidal vertical movement with offset
+ self.y = self.originalY + newSpeed + Math.sin(LK.ticks / 20) * 2; // Add sinusoidal vertical movement
coinShadow.y = coinGraphics.height * 2; // Offset shadow slightly below the coin
// Move innerLineLeft x progressively to innerLeftLineEndX
if (self.pathIndex == 0 && self.x != leftEndX) {
self.x = leftStartX + (leftEndX - leftStartX) * self.progress;
@@ -95,10 +93,10 @@
}
};
self.reset = function () {
self.y = startY;
+ self.originalY = startY; // Store the original Y position
self.progress = 0; // Initialize progress property
- self.sinusoidalOffset = Math.random() * Math.PI * 2; // Randomize initial offset
coinGraphics.width = startSize;
coinGraphics.height = startSize;
coinGraphics2.width = startSize;
coinGraphics2.height = startSize;
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