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while reternuing to base the stick should be shorten progressively to 0 insteaf of disappearing
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insteaf of disappearing when reternuing to base the stick should be shorten progressively to 0
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insteaf of disappearing when reternuing to base the stick should be shorten to 0
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the first colum disapears (is moved) too early, it shoud pass totaly the left of the screen before moving
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in bumpInterval fix the scope problem
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fix game : can't play because stick start to grow then disapears
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fix growStick
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be coherent, currentStick is sometimes local and others global
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Please fix the bug: 'TypeError: currentStick is undefined' in or related to this line: 'if (!isNinjaMoving && currentStick.rotation >= Math.PI / 2) {' Line Number: 519
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continue the rework as the ninja doesn't move on the stick
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continue the rework as there global variable stick is still used
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Please fix the bug: 'TypeError: currentStick is undefined' in or related to this line: 'if (currentStick.length < 2048 - currentStick.x - 100) {' Line Number: 521
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change the logic of sticks, be creating each time a new stick and destroying them when their x < length
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rename animateScoreBump to updateScore and move score increase instruction in it
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refactor handleNinjaReachPlatform to 1 responsibility functions
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when ninja reach platform, move it slowly to the center of the platform
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nextstick should be at the same z-index as stick
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nextStick should be created at the same time as stick but kept invisible until needed
===================================================================
--- original.js
+++ change.js
@@ -203,8 +203,61 @@
/****
* Game Code
****/
+function positionNextPlatform() {
+ 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();
+}
+function resetStick() {
+ 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, isNinjaMoving);
+}
+function transitionPlatforms() {
+ 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
+}
+function animateScoreBump() {
+ var grow = true;
+ var bumpInterval = LK.setInterval(function () {
+ if (grow) {
+ scoreTxt.width += scoreTxt.originalWidth * 0.05;
+ scoreTxt.height += scoreTxt.originalHeight * 0.05;
+ if (scoreTxt.width >= scoreTxt.originalWidth * 1.5 && scoreTxt.height >= scoreTxt.originalHeight * 1.5) {
+ grow = false;
+ }
+ } else {
+ scoreTxt.width -= scoreTxt.originalWidth * 0.05;
+ scoreTxt.height -= scoreTxt.originalHeight * 0.05;
+ if (scoreTxt.width <= scoreTxt.originalWidth && scoreTxt.height <= scoreTxt.originalHeight) {
+ scoreTxt.width = scoreTxt.originalWidth; // Reset to original width
+ scoreTxt.height = scoreTxt.originalHeight; // Reset to original height
+ LK.clearInterval(bumpInterval);
+ }
+ }
+ }, 16); // Approximately 60 FPS
+}
// Initialize game variables
var intro = true;
var isDebug = true;
var clouds;
@@ -367,67 +420,12 @@
log("Start of handleNinjaReachPlatform", isNinjaMoving);
log("platformCurrent.x:", platformCurrent.x);
log("platformTarget.x:", platformTarget.x);
log("platformNext.x:", platformNext.x);
- //isNinjaMoving = false;
- isReturningToBase = true;
- // Move ninja to the center of the platform
- var targetX = platformCurrent.x;
- var targetWidth = platformCurrent.width;
- var ninjaCenterX = targetX - targetWidth / 2 + ninja.width / 2;
- var moveNinjaToCenter = LK.setInterval(function () {
- if (ninja.x < ninjaCenterX) {
- ninja.x += 5; // Adjust the speed as needed
- } else {
- ninja.x = ninjaCenterX; // Snap to the center position
- isReturningToBase = true;
- LK.clearInterval(moveNinjaToCenter); // Stop the animation
- }
- }, 16); // Approximately 60 FPS
- // 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
- // Animate score bump
- var grow = true;
- var bumpInterval = LK.setInterval(function () {
- if (grow) {
- scoreTxt.width += scoreTxt.originalWidth * 0.05;
- scoreTxt.height += scoreTxt.originalHeight * 0.05;
- if (scoreTxt.width >= scoreTxt.originalWidth * 1.5 && scoreTxt.height >= scoreTxt.originalHeight * 1.5) {
- grow = false;
- }
- } else {
- scoreTxt.width -= scoreTxt.originalWidth * 0.05;
- scoreTxt.height -= scoreTxt.originalHeight * 0.05;
- if (scoreTxt.width <= scoreTxt.originalWidth && scoreTxt.height <= scoreTxt.originalHeight) {
- scoreTxt.width = scoreTxt.originalWidth; // Reset to original width
- scoreTxt.height = scoreTxt.originalHeight; // Reset to original height
- LK.clearInterval(bumpInterval);
- }
- }
- }, 16); // Approximately 60 FPS
- 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, isNinjaMoving);
- 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();
+ transitionPlatforms();
+ animateScoreBump();
+ resetStick();
+ positionNextPlatform();
log("End of handleNinjaReachPlatform", isNinjaMoving);
log("platformCurrent.x:", platformCurrent.x);
log("platformTarget.x:", platformTarget.x);
log("platformNext.x:", platformNext.x);