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Ignore taps during intro
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Please fix the bug: 'Timeout.tick error: K is not defined' in or related to this line: 'K.clearInterval(startClearInterval);' Line Number: 649
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play start sound after press start
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wait 1sec before gameover
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in the intro, play the fallsound when ninja arrive on platform
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cool. in the intro, add a y move to make it a parabolic jump
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the asset is not changed because of the ninja update logic...add an intro flag and use it in the ninja.update to prenvent updates
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for the intro animation, use ninjaRun graphic
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add an intro annimationwhere the ninja with asset jumps from x<0 to the 1st platform
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to ajust to distance of new platform per level, you must use platformNext.speedRatio
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like for the width, make the distance between platforms depend on the level (1st levels quite close, the far)
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log every time stick.y is set with the name of the function. use log() function
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log every time ninja.y is set with the name of the function. use log() function
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add an isDebug global variable
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for ninja run anim, use the following sequence : 1,2,1,3,4,3
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Code edit (6 edits merged)
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/**** * Classes ****/ // Clouds class var Clouds = Container.expand(function () { var self = Container.call(this); var bridGraphics1 = self.attachAsset('birds1', { anchorX: 0.5, anchorY: 0.5, x: -10 - Math.random() * 512, y: 480 + Math.random() * 128 }); var bridGraphics2 = self.attachAsset('birds2', { anchorX: 0.5, anchorY: 0.5, x: -20 - Math.random() * 42, y: 480 + Math.random() * 128 }); var cloudGraphics3 = self.attachAsset('clouds2', { anchorX: 0.5, anchorY: 0.5, alpha: 0.95, y: Math.random() * 320 }); var cloudGraphics4 = self.attachAsset('clouds2', { anchorX: 0.5, anchorY: 0.5, scaleX: -1.1, scaleY: 1.1, alpha: 0.95, x: Math.random() * 2048, y: Math.random() * 320 }); var cloudGraphics = self.attachAsset('clouds1', { anchorX: 0.5, anchorY: 0.5, alpha: 0.9, x: Math.random() * 512, y: Math.random() * 480 }); var cloudGraphics2 = self.attachAsset('clouds1', { anchorX: 0.5, anchorY: 0.5, alpha: 0.9, scaleX: -1.1, scaleY: 1.1, x: 1024 + Math.random() * 1024, y: Math.random() * 480 }); self.speed1 = 0.5 + 0.5 * Math.random(); self.speed2 = 0.5 + 0.5 * Math.random(); self.speed3 = 0.1 + 0.25 * Math.random(); self.speed4 = 0.1 + 0.25 * Math.random(); self.speed5 = 0.5 + 0.1 * Math.random(); self.speed6 = 1.0 + 0.2 * Math.random(); self.update = function () { cloudGraphics.x -= self.speed1; if (cloudGraphics.x + cloudGraphics.width / 2 < 0) { cloudGraphics.x = 2048 + cloudGraphics.width / 2; cloudGraphics.y = Math.random() * 512; } cloudGraphics2.x -= self.speed2; if (cloudGraphics2.x + cloudGraphics2.width / 2 < 0) { cloudGraphics2.x = 2048 + cloudGraphics2.width / 2 + Math.random() * 1024; cloudGraphics2.y = Math.random() * 512; } cloudGraphics3.x -= self.speed3; if (cloudGraphics3.x + cloudGraphics3.width / 2 < 0) { cloudGraphics3.x = 2048 + cloudGraphics3.width / 2; cloudGraphics3.y = cloudGraphics3.heigth + Math.random() * 320; } cloudGraphics4.x -= self.speed4; if (cloudGraphics4.x + cloudGraphics4.width / 2 < 0) { cloudGraphics4.x = 2048 + cloudGraphics4.width / 2 + Math.random() * 1024; cloudGraphics4.y = cloudGraphics4.heigth + Math.random() * 320; } bridGraphics1.x += self.speed5; if (bridGraphics1.x - bridGraphics1.width / 2 > 2048) { bridGraphics1.x = -10 - Math.random() * 2048; bridGraphics1.y = 10 + Math.random() * 512; } bridGraphics2.x += self.speed6; if (bridGraphics2.x - bridGraphics2.width / 2 > 2048) { bridGraphics2.x = -20 - Math.random() * 2048; bridGraphics2.y = 320 + +Math.random() * 320; } }; }); //<Assets used in the game will automatically appear here> // Ninja class var Ninja = Container.expand(function () { var self = Container.call(this); self.ninjaStand = self.attachAsset('ninja', { anchorX: 0.5, anchorY: 1.0 }); self.ninjaRun = self.attachAsset('ninjaRun', { anchorX: 0.5, anchorY: 1.0 }); self.ninjaRun1 = self.attachAsset('ninjaRun1', { anchorX: 0.5, anchorY: 1.0 }); self.ninjaRun2 = self.attachAsset('ninjaRun2', { anchorX: 0.5, anchorY: 1.0 }); self.ninjaRun3 = self.attachAsset('ninjaRun3', { anchorX: 0.5, anchorY: 1.0 }); self.ninjaRun4 = self.attachAsset('ninjaRun4', { anchorX: 0.5, anchorY: 1.0 }); self.ninjaRun.visible = false; // Initially hide the running ninja graphic self.ninjaRun1.visible = false; // Initially hide the running ninja graphic self.ninjaRun2.visible = false; // Initially hide the running ninja graphic self.ninjaRun3.visible = false; // Initially hide the running ninja graphic self.ninjaRun4.visible = false; self.runSoundPlaying = false; self.update = function () { if (isNinjaMoving && !isStickFalling && stick.length && ninja.x + ninja.width / 2 < stick.x + stick.length) { self.ninjaStand.visible = false; if (LK.ticks % 10 < 5) { self.ninjaRun.visible = false; self.ninjaRun1.visible = true; } else { self.ninjaRun1.visible = false; self.ninjaRun.visible = true; } /* self.ninjaRun2.visible = false; self.ninjaRun3.visible = false; self.ninjaRun4.visible = false; if (LK.ticks % 30 < 5) { self.ninjaRun.visible = true; self.ninjaRun2.visible = false; self.ninjaRun3.visible = false; self.ninjaRun4.visible = false; } else if (LK.ticks % 30 < 10) { self.ninjaRun.visible = false; self.ninjaRun2.visible = true; self.ninjaRun3.visible = false; self.ninjaRun4.visible = false; } else if (LK.ticks % 30 < 15) { self.ninjaRun.visible = true; self.ninjaRun2.visible = false; self.ninjaRun3.visible = false; self.ninjaRun4.visible = false; } else if (LK.ticks % 30 < 20) { self.ninjaRun.visible = false; self.ninjaRun2.visible = false; self.ninjaRun3.visible = true; self.ninjaRun4.visible = false; } else if (LK.ticks % 30 < 25) { self.ninjaRun.visible = false; self.ninjaRun2.visible = false; self.ninjaRun3.visible = false; self.ninjaRun4.visible = true; } else { self.ninjaRun.visible = false; self.ninjaRun2.visible = false; self.ninjaRun3.visible = true; self.ninjaRun4.visible = false; } */ if (!self.runSoundPlaying) { self.runSoundPlaying = true; LK.getSound('runSound').play(); log("Play sound :", isNinjaMoving, !isStickFalling, stick.length, ninja.x + ninja.width / 2, stick.x + stick.length, isReturningToBase); /*self.runSoundInterval = LK.setInterval(function () { LK.getSound('runSound').play(); }, 540);*/ } } else { /*if (self.runSoundPlaying) { LK.clearInterval(self.runSoundInterval); self.runSoundPlaying = false; } */ self.ninjaStand.visible = true; self.ninjaRun.visible = false; self.ninjaRun1.visible = false; self.ninjaRun2.visible = false; self.ninjaRun3.visible = false; self.ninjaRun4.visible = false; if (!isNinjaMoving) { self.runSoundPlaying = false; } } }; }); // Platform class var Platform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 1.0 }); platformGraphics.width = platformGraphics.width / 2; // Reduce the width of the platform self.update = function () { // Platform update logic }; }); var StartButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics2 = self.attachAsset('startButton', { anchorX: 0.5, anchorY: 0.5, x: 20, y: 20, tint: 0x333333, alpha: 0.75 }); var buttonGraphics = self.attachAsset('startButton', { anchorX: 0.5, anchorY: 0.5 }); }); // Stick class var Stick = Container.expand(function () { var self = Container.call(this); var stickGraphics = self.attachAsset('stick', { anchorX: 0.5, anchorY: 1.0 }); self.length = 0; self.update = function () { // Stick update logic }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Init game with sky blue background }); /**** * Game Code ****/ // Initialize game variables var isDebug = true; var clouds; var platformMinWidth = 100; var level = 1; // Initialize the level variable var platformMaxWidth = 400; var groundOffset = 2732 + 25; var ninja; var stick; var platformCurrent; var platformTarget; var platformNext; var isStickGrowing = false; var isReturningToBase = false; var isStickFalling = false; var isNinjaMoving = false; var isGameStarted = false; // Flag to indicate the start of the game var legsOffset = 50; var score = 0; var foreground1; var foreground2; var midground1; var midground2; var fallSoundPlayed = false; // Flag to ensure fall sound is played only once var background; var startButton; var scoreTxt; var basePlatformX = 300; var NINJA_MOVEMENT_SPEED = -5; function gameInitialize() { // Initialize game variables groundOffset = 2732 + 25; ninja = null; stick = null; platformCurrent = null; platformTarget = null; platformNext = null; isStickGrowing = false; isReturningToBase = false; isStickFalling = false; isNinjaMoving = false; isGameStarted = false; // Flag to indicate the start of the game legsOffset = 50; score = 0; foreground1 = null; foreground2 = null; midground1 = null; midground2 = null; fallSoundPlayed = false; // Flag to ensure fall sound is played only once // Add background image background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(background); startButton = new StartButton(); startButton.x = 2048 / 2; startButton.y = 2732 / 2; game.addChild(startButton); // Create and display the score text at the top of the screen with drop shadow scoreTxt = new Text2(LK.getScore(), { size: 300, fill: "#ffffff", stroke: "#000000", strokeThickness: 10, dropShadow: true, dropShadowColor: "#000000", dropShadowBlur: 4, dropShadowDistance: 6, weight: 1000 }); scoreTxt.anchor.set(0.5, 0); // Center the score text horizontally, anchor point set at the middle of its top edge. scoreTxt.x = 2048 / 2; // Center horizontally scoreTxt.y = 50; // Position near the top scoreTxt.visible = false; game.addChild(scoreTxt); // Add clouds to the game clouds = new Clouds(); game.addChildAt(clouds, 1); } // Start the game function startGame() { // Background is already added in the initial game setup fallSoundPlayed = false; // Reset the flag when the game starts ninja = new Ninja(); // Initialize the ninja object ninja.runSoundPlaying = false; // Reset the run sound flag when the game starts // Add midground images to create an infinite horizontal midground midground1 = LK.getAsset('midground', { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: 2732 }); game.addChild(midground1); midground2 = LK.getAsset('midground', { anchorX: 0.5, anchorY: 1.0, x: 2048 + 2048 / 2, y: 2732, scaleX: -1 }); game.addChild(midground2); createInitialPlatforms(); if (platformCurrent) { ninja.ninjaStand.visible = false; ninja.ninjaRun.visible = true; ninja.x = -ninja.ninjaRun.width; // Start ninja off-screen to the left ninja.y = platformCurrent.y - platformCurrent.height + 25; // Adjusted y-coordinate to ensure ninja is visible on the first hill with an offset of 20 log("ninja.y set in startGame:", ninja.y); // Animate ninja jumping to the first platform var jumpInterval = LK.setInterval(function () { ninja.x += 20; // Adjust the speed of the jump as needed if (ninja.x >= platformCurrent.x) { ninja.x = platformCurrent.x; // Snap to the platform position LK.clearInterval(jumpInterval); // Stop the animation ninja.ninjaRun.visible = false; ninja.ninjaStand.visible = true; ninja.ninjaRun.visible = false; ninja.ninjaStand.visible = true; } }, 16); // Approximately 60 FPS } else { console.error("platformCurrent is not defined"); } game.addChildAt(ninja, game.children.indexOf(platformCurrent) - 1); stick = new Stick(); stick.length = 0; // Set initial stick length to zero stick.height = stick.length; stick.x = platformCurrent.x + platformCurrent.width / 2 - 30; // Set stick to the right edge of the platform with an offset of -30 stick.y = platformCurrent.y - platformCurrent.height + 30; // Adjusted y-coordinate to ensure stick is on the platform with an offset of 20 log("stick.y set in startGame:", stick.y); game.addChildAt(stick, game.children.indexOf(platformCurrent) - 1); // Add foreground images to create an infinite horizontal foreground foreground1 = LK.getAsset('foreground', { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: 2732 }); game.addChild(foreground1); foreground2 = LK.getAsset('foreground', { anchorX: 0.5, anchorY: 1.0, x: 2048 + 2048 / 2, y: 2732, scaleX: -1 }); game.addChild(foreground2); // Play background music every 10 seconds LK.getSound('bgMusic').play(); LK.setInterval(function () { LK.getSound('bgMusic').play(); }, 8730); } function handleNinjaReachPlatform() { if (isDebug) { console.log("Start of handleNinjaReachPlatform"); console.log("platformCurrent.x:", platformCurrent.x); console.log("platformTarget.x:", platformTarget.x); console.log("platformNext.x:", platformNext.x); } isNinjaMoving = false; isReturningToBase = true; // Remove the first platform from the game and the platforms array platformCurrent.visible = false; var tempPlatform = platformCurrent; platformCurrent = platformTarget; platformTarget = platformNext; platformNext = tempPlatform; LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); // Update score text stick.length = 0; stick.height = 0; stick.rotation = 0; stick.x = platformCurrent.x + platformCurrent.width / 2 - 30; // Set stick to the right edge of the current platform with an offset of -30 stick.y = platformCurrent.y - platformCurrent.height + 30; // Adjusted y-coordinate to ensure stick is on the platform with an offset of 20 log("stick.y set in handleNinjaReachPlatform:", stick.y); var minDistance = Math.max(100, 300 - level * 10); // Decrease minimum distance as level increases, with a minimum of 100 var maxDistance = Math.min(600, 400 + level * 20); // Increase maximum distance as level increases, with a maximum of 600 var distance = (Math.floor(Math.random() * (maxDistance - minDistance + 1)) + minDistance) * platformNext.speedRatio; platformNext.x = 2048 + distance; //platformTarget.x + platformTarget.width / 2 + distance; platformNext.y = groundOffset; // Adjusted y-coordinate to touch the ground log("ninja.y set in handleNinjaReachPlatform:", ninja.y); platformMinWidth = Math.max(50, 300 - level * 10); // Decrease minimum width as level increases, with a minimum of 50 platformNext.width = Math.floor(Math.random() * (platformMaxWidth - platformMinWidth + 1)) + platformMinWidth; // Randomize width between platformMinWidth and platformMaxWidth level++; // Increment the level after each platform is reached platformNext.visible = true; platformNext.speedRatio = 1 + Math.random(); if (isDebug) { console.log("End of handleNinjaReachPlatform"); console.log("platformCurrent.x:", platformCurrent.x); console.log("platformTarget.x:", platformTarget.x); console.log("platformNext.x:", platformNext.x); } } function handleNinjaFall() { // If the stick does not reach the next platform or exceeds it, make the ninja fall ninja.y += 20; log("ninja.y set in handleNinjaFall:", ninja.y); if (ninja.runSoundPlaying) { LK.clearInterval(ninja.runSoundInterval); ninja.runSoundPlaying = false; } ninja.ninjaStand.rotation = Math.PI; // Rotate the ninja by 180 degrees if (!fallSoundPlayed) { LK.getSound('fallSound').play(); fallSoundPlayed = true; // Set the flag to true after playing the sound } if (ninja.y > 2732 && isNinjaMoving) { // If ninja falls off the screen LK.showGameOver(); } } function handleNinjaAfterStick() { if (isDebug) { console.log("Passed the stick", "Run= " + ninja.ninjaRun.visible, "Stand= " + ninja.ninjaStand.visible); } // If the ninja has walked to the end of the stick if (platformTarget && isNinjaMoving) { var ninjaMinX = ninja.x - ninja.width / 2 + legsOffset; var ninjaMaxX = ninja.x + ninja.width / 2 - legsOffset; var platformMinX = platformTarget.x - platformTarget.width / 2; var platformMaxX = platformTarget.x + platformTarget.width / 2; if (ninjaMaxX < platformMinX || ninjaMinX > platformMaxX) { handleNinjaFall(); } else { handleNinjaReachPlatform(); } } } function moveNinja() { if (isDebug) { //console.log("Moving...", "ninja.x= " + ninja.x, "stick.x= " + (stick.x + stick.length)); } // Shift platforms, ninja, and stick to the left if (isNinjaMoving) { handleBackgroundMovement(NINJA_MOVEMENT_SPEED); platformCurrent.x += NINJA_MOVEMENT_SPEED; platformTarget.x += NINJA_MOVEMENT_SPEED; platformNext.x += NINJA_MOVEMENT_SPEED; ninja.x += NINJA_MOVEMENT_SPEED; stick.x += NINJA_MOVEMENT_SPEED; } // Make the ninja walk on the stick if (ninja.x < stick.x + stick.length) { ninja.x += 10; } else { handleNinjaAfterStick(); } } function fallStick() { stick.rotation += 0.1; if (!isNinjaMoving && stick.rotation >= Math.PI / 2) { isStickFalling = false; isNinjaMoving = true; log("Stick finnished falling"); LK.getSound('stickTapSound').play(); stick.rotation = Math.PI / 2; } } function growStick() { if (stick.length < 2048 - stick.x - 100) { stick.length += 10; stick.height = stick.length; } else { LK.getSound('stickGrowSound').stop(); } } function handleBackgroundMovement(distance) { // Move midground images to the left midground1.x += distance * 0.8; midground2.x += distance * 0.8; // Move foreground images to the left foreground1.x += distance * 1.5; foreground2.x += distance * 1.5; // Reset midground position to create an infinite scrolling effect if (midground1.x + 2048 / 2 < 0) { midground1.x = midground2.x + 2048; } if (midground2.x + 2048 / 2 < 0) { midground2.x = midground1.x + 2048; } // Reset foreground position to create an infinite scrolling effect if (foreground1.x + 2048 / 2 < 0) { foreground1.x = foreground2.x + 2048; } if (foreground2.x + 2048 / 2 < 0) { foreground2.x = foreground1.x + 2048; } // Move clouds to the left clouds.children.forEach(function (cloud) { cloud.x += distance * 0.1; if (cloud.x + cloud.width / 2 < 0) { cloud.x = 2048 + cloud.width / 2; } }); } function handleReturningToBase() { var distanceToMove = basePlatformX - platformCurrent.x; var moveSpeed = 10; // Adjust the speed as needed if (Math.abs(distanceToMove) <= moveSpeed) { // If the distance to move is less than or equal to the move speed, snap to position platformCurrent.x = basePlatformX; platformTarget.x += distanceToMove; //platformNext.x += distanceToMove; ninja.x += distanceToMove; stick.x += distanceToMove; foreground1.x += distanceToMove * 1.5; foreground2.x += distanceToMove * 1.5; midground1.x += distanceToMove * 0.5; midground2.x += distanceToMove * 0.5; isReturningToBase = false; // Stop moving objects } else { // Move objects towards the base position platformCurrent.x += moveSpeed * Math.sign(distanceToMove); platformTarget.x += moveSpeed * Math.sign(distanceToMove); platformNext.x += moveSpeed * Math.sign(distanceToMove) * (platformNext.speedRatio || 1); if (platformNext.x - platformNext.width < 2048) { platformNext.x = 2048 + platformNext.width; } ninja.x += moveSpeed * Math.sign(distanceToMove); //log("ninja.y set in handleReturningToBase:", ninja.y); stick.x += moveSpeed * Math.sign(distanceToMove); //log("stick.y set in handleReturningToBase:", stick.y); handleBackgroundMovement(moveSpeed * Math.sign(distanceToMove)); } } // Create initial platforms function createInitialPlatforms() { var platform1 = new Platform(); platform1.x = basePlatformX; platform1.y = groundOffset; // Adjusted y-coordinate to touch the ground log("ninja.y set in createInitialPlatforms:", ninja.y); platformMinWidth = Math.max(50, 300 - level * 10); // Decrease minimum width as level increases, with a minimum of 50 platform1.width = Math.floor(Math.random() * (platformMaxWidth - platformMinWidth + 1)) + platformMinWidth; // Randomize width between platformMinWidth and platformMaxWidth game.addChild(platform1); platformCurrent = platform1; var platform2 = new Platform(); var minDistance = Math.max(100, 300 - level * 10); // Decrease minimum distance as level increases, with a minimum of 100 var maxDistance = Math.min(600, 400 + level * 20); // Increase maximum distance as level increases, with a maximum of 600 var distance = Math.floor(Math.random() * (maxDistance - minDistance + 1)) + minDistance; platform2.x = platform1.x + platform1.width + distance; platform2.y = groundOffset; // Adjusted y-coordinate to touch the ground platform2.width = Math.floor(Math.random() * (platformMaxWidth - platformMinWidth + 1)) + platformMinWidth; // Randomize width between platformMinWidth and platformMaxWidth game.addChild(platform2); platformTarget = platform2; var platform3 = new Platform(); platform3.x = 2048 + distance; // Position the third platform outside the screen platform3.y = groundOffset; // Adjusted y-coordinate to touch the ground platform3.width = Math.floor(Math.random() * (platformMaxWidth - platformMinWidth + 1)) + platformMinWidth; // Randomize width between platformMinWidth and platformMaxWidth game.addChild(platform3); platformNext = platform3; } function log() { if (isDebug) { var _console; (_console = console).log.apply(_console, arguments); } } // Handle touch down event game.down = function (x, y, obj) { if (!isGameStarted) { startButton.visible = false; scoreTxt.visible = true; isGameStarted = true; startGame(); } else if (!isStickGrowing && !isStickFalling && !isNinjaMoving) { isStickGrowing = true; LK.getSound('stickGrowSound').play(); } }; // Handle touch up event game.up = function (x, y, obj) { if (isStickGrowing && !isNinjaMoving) { isStickGrowing = false; isStickFalling = true; LK.getSound('stickGrowSound').stop(); } }; // Update game logic game.update = function () { if (isStickGrowing) { growStick(); } if (ninja) { ninja.update(); } if (isStickFalling && !isNinjaMoving) { fallStick(); } if (isNinjaMoving) { moveNinja(); } if (isReturningToBase) { handleReturningToBase(); } }; // Call gameInitialize function gameInitialize();
===================================================================
--- original.js
+++ change.js
@@ -347,17 +347,23 @@
});
game.addChild(midground2);
createInitialPlatforms();
if (platformCurrent) {
- ninja.x = -ninja.width; // Start ninja off-screen to the left
+ ninja.ninjaStand.visible = false;
+ ninja.ninjaRun.visible = true;
+ ninja.x = -ninja.ninjaRun.width; // Start ninja off-screen to the left
ninja.y = platformCurrent.y - platformCurrent.height + 25; // Adjusted y-coordinate to ensure ninja is visible on the first hill with an offset of 20
log("ninja.y set in startGame:", ninja.y);
// Animate ninja jumping to the first platform
var jumpInterval = LK.setInterval(function () {
ninja.x += 20; // Adjust the speed of the jump as needed
if (ninja.x >= platformCurrent.x) {
ninja.x = platformCurrent.x; // Snap to the platform position
LK.clearInterval(jumpInterval); // Stop the animation
+ ninja.ninjaRun.visible = false;
+ ninja.ninjaStand.visible = true;
+ ninja.ninjaRun.visible = false;
+ ninja.ninjaStand.visible = true;
}
}, 16); // Approximately 60 FPS
} else {
console.error("platformCurrent is not defined");