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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 = 0; i < self.innerLines.length; i++) {' Line Number: 120
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separate innerLines into innerLeftLines and innerRightLines
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in Road update, make innerLineLeft x move progressively to innerLeftLineEndX
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Please fix the bug: 'Uncaught ReferenceError: innerLineOffset is not defined' in or related to this line: 'innerLineLeft.x = -roadGraphics.width / 2 + innerLineOffset;' Line Number: 102
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Please fix the bug: 'Uncaught ReferenceError: innerLineOffset is not defined' in or related to this line: 'var innerLeftLineStartX = -roadGraphics.width / 2 + innerLineOffset;' Line Number: 73
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in road update, also update innerLines x using cos of the rotation
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in road update, also update innerLines x to make innerlines seem follow the rotation direction
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in road update, also update innerLines x so that the lines follow the rotation
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there shoulld be innerLines on the left and on the right (at 1/3 and 2/3)
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in Raod, add innerLines array that will hold dashed lines
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add a shadow to player
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now add the rightLine based on the leftLine
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add a leftLine to the road class using line asset
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add a road class instead of a single asset
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do this
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center the road on the screen
/**** 
* Classes
****/ 
// Assets will be automatically created and loaded during gameplay
// Coin class
var Coin = Container.expand(function () {
	var self = Container.call(this);
	var coinGraphics = self.attachAsset('coin', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		self.y += 5; // Move coin downwards
		if (self.y > 2732) {
			self.reset();
		}
	};
	self.reset = function () {
		self.y = -50;
		self.x = Math.random() * 2048;
	};
});
// Player class
var Player = Container.expand(function () {
	var self = Container.call(this);
	var playerShadow = self.attachAsset('playerShadow', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	playerShadow.alpha = 0.5; // Make the shadow semi-transparent
	playerShadow.y = 270; // Offset the shadow slightly below the player
	var playerGraphics1 = self.attachAsset('player', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	var playerGraphics2 = self.attachAsset('player2', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	playerGraphics2.visible = false; // Initially hide player2 asset
	var frame = 0;
	self.update = function () {
		frame++;
		if (frame % 10 === 0) {
			// Swap frames every 10 game ticks
			var visible = playerGraphics1.visible;
			playerGraphics1.visible = !visible;
			playerGraphics2.visible = visible;
		}
	};
});
// Road class
var Road = Container.expand(function () {
	var self = Container.call(this);
	var roadGraphics = self.attachAsset('road', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	var lineOffset = 250;
	var innerLineStartOffset = 850;
	var innerLineEndOffset = 250;
	var innerLeftLineStartX = -roadGraphics.width / 2 + innerLineStartOffset;
	var innerLeftLineEndX = -roadGraphics.width / 2 + innerLineEndOffset;
	var leftLine = self.attachAsset('line', {
		anchorX: 0.5,
		anchorY: 0.5,
		width: 60,
		height: 2900,
		rotation: 0.16
	});
	leftLine.x = -roadGraphics.width / 2 + lineOffset; // Position the left line on the left side of the road
	leftLine.y = 0; // Center the left line vertically
	var rightLine = self.attachAsset('line', {
		anchorX: 0.5,
		anchorY: 0.5,
		width: 60,
		height: 2900,
		rotation: -0.16
	});
	rightLine.x = roadGraphics.width / 2 - lineOffset; // Position the right line on the right side of the road
	rightLine.y = 0; // Center the right line vertically
	self.innerLeftLines = [];
	self.innerRightLines = [];
	for (var i = 0; i < 1; i++) {
		var innerLineLeft = self.attachAsset('line', {
			anchorX: 0.5,
			anchorY: 0.5,
			width: 20,
			height: 100,
			rotation: 0.16
		});
		innerLineLeft.x = innerLeftLineStartX;
		innerLineLeft.y = -roadGraphics.height / 2 + i * 300;
		self.innerLeftLines.push(innerLineLeft);
		var innerLineRight = self.attachAsset('line', {
			anchorX: 0.5,
			anchorY: 0.5,
			width: 20,
			height: 100,
			rotation: -0.16,
			alpha: 0
		});
		innerLineRight.x = roadGraphics.width / 2 - innerLineStartOffset;
		innerLineRight.y = -roadGraphics.height / 2 + i * 300;
		self.innerRightLines.push(innerLineRight);
	}
	self.update = function () {
		// Add any update logic for the road if needed
		for (var i = 0; i < self.innerLeftLines.length; i++) {
			self.innerLeftLines[i].y += 5;
			if (self.innerLeftLines[i].y > roadGraphics.height / 2) {
				self.innerLeftLines[i].y = -roadGraphics.height / 2;
			}
			// Move innerLineLeft x progressively to innerLeftLineEndX
			if (self.innerLeftLines[i].x < innerLeftLineEndX) {
				innerLineLeft.x += (innerLeftLineEndX - self.innerLeftLines[i].x) * 0.01;
			}
		}
		for (var i = 0; i < self.innerRightLines.length; i++) {
			self.innerRightLines[i].y += 5;
			if (self.innerRightLines[i].y > roadGraphics.height / 2) {
				self.innerRightLines[i].y = -roadGraphics.height / 2;
			}
		}
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 // Init game with black background
});
/**** 
* Game Code
****/ 
// Initialize arrays and variables
var coins = [];
var road;
var score = 0;
var scoreTxt;
// Create player
var player;
// Handle move events
game.down = function (x, y, obj) {
	// If tap is on the left half of the screen, move player to the left
	if (x < 2048 / 2) {
		if (playerPositionIndex > 0) {
			playerPositionIndex--;
		}
	} else {
		// If tap is on the right half of the screen, move player to the right
		if (playerPositionIndex < 2) {
			playerPositionIndex++;
		}
	}
	// Make the player move progressively to the next path
	var targetX = playerPositions[playerPositionIndex];
	var moveStep = (targetX - player.x) / 10;
	var moveInterval = LK.setInterval(function () {
		if (Math.abs(targetX - player.x) <= Math.abs(moveStep)) {
			player.x = targetX;
			LK.clearInterval(moveInterval);
		} else {
			player.x += moveStep;
		}
	}, 1000 / 60);
};
// Update game every tick
game.update = function () {
	// Update coins and check for collisions
	for (var i = coins.length - 1; i >= 0; i--) {
		if (player.intersects(coins[i])) {
			score += 1;
			scoreTxt.setText(score);
			coins[i].reset();
		}
	}
};
// Initialize game
function gameInitialize() {
	// Initialize arrays and variables
	// Attach the background asset to the game
	var background = game.attachAsset('background', {
		anchorX: 0.0,
		anchorY: 0.0
	});
	// Create and attach the road instance to the game
	road = game.addChild(new Road());
	road.x = 2048 / 2;
	road.y = 2732 / 2;
	score = 0;
	scoreTxt = new Text2('0', {
		size: 150,
		fill: "#ffffff"
	});
	scoreTxt.anchor.set(0.5, 0);
	LK.gui.top.addChild(scoreTxt);
	coins = [];
	var newCoin = new Coin();
	newCoin.reset();
	coins.push(newCoin);
	game.addChild(newCoin);
	// Define the three fixed x positions for the player
	playerPositions = [2048 / 4, 2048 / 2, 2048 / 4 * 3];
	// Create a variable to store the current player position index
	playerPositionIndex = 1;
	// Create player
	player = game.addChild(new Player());
	player.x = playerPositions[playerPositionIndex]; // Start at the center position
	player.y = 2732 - 300;
}
gameInitialize(); ===================================================================
--- original.js
+++ change.js
@@ -111,10 +111,10 @@
 			if (self.innerLeftLines[i].y > roadGraphics.height / 2) {
 				self.innerLeftLines[i].y = -roadGraphics.height / 2;
 			}
 			// Move innerLineLeft x progressively to innerLeftLineEndX
-			if (self.innerLeftLines[i] === innerLineLeft && innerLineLeft.x < innerLeftLineEndX) {
-				innerLineLeft.x += 5;
+			if (self.innerLeftLines[i].x < innerLeftLineEndX) {
+				innerLineLeft.x += (innerLeftLineEndX - self.innerLeftLines[i].x) * 0.01;
 			}
 		}
 		for (var i = 0; i < self.innerRightLines.length; i++) {
 			self.innerRightLines[i].y += 5;
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 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