User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'obstacles[i].y += gameSpeed;' Line Number: 1136
User prompt
Reduce starfield
User prompt
Please fix the bug: 'TypeError: Cannot set properties of null (setting 'update')' in or related to this line: 'leftPlayer.update = function () {' Line Number: 1209
User prompt
Reduce just a little the trail
User prompt
Please fix the bug: 'TypeError: Cannot set properties of null (setting 'update')' in or related to this line: 'leftPlayer.update = function () {' Line Number: 1212
User prompt
Use lazy loading for assets
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'obstacle')' in or related to this line: 'if (!LK.assets['obstacle']) {}' Line Number: 1293
User prompt
Use bounding boxes for collision detection
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'trail.x = leftPlayer.x;' Line Number: 1232
User prompt
Please fix the bug: 'TypeError: Cannot set properties of null (setting 'update')' in or related to this line: 'leftPlayer.update = function () {' Line Number: 1217
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Bounding boxes should have a 10% of forgiveness
User prompt
Please fix the bug: 'TypeError: Cannot set properties of null (setting 'update')' in or related to this line: 'leftPlayer.update = function () {' Line Number: 1219
User prompt
Refactor how left and rigth player are initialized
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'trail.x = leftPlayer.x;' Line Number: 1234
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Do not allow player to swipe down again while split
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Please fix the bug: 'TypeError: Cannot set properties of null (setting 'update')' in or related to this line: 'leftPlayer.update = function () {' Line Number: 1219
User prompt
Redcue a little the starfield
User prompt
Please fix the bug: 'TypeError: Cannot set properties of null (setting 'update')' in or related to this line: 'leftPlayer.update = function () {' Line Number: 1223
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Bigobstacme shoudl completely appear from offscreen
User prompt
When an obstacle comes after bigobstacle give them twice the space
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Initialize rigth and left player outside of the game function
User prompt
Refactor how left and right player are created to make it more perfomant
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Please fix the bug: 'TypeError: Cannot set properties of null (setting 'visible')' in or related to this line: 'rightPlayer.visible = false;' Line Number: 1231
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Add overlay behind main menu
===================================================================
--- original.js
+++ change.js
@@ -1111,12 +1111,10 @@
powerups.splice(i, 1);
}
}
for (var i = obstacles.length - 1; i >= 0; i--) {
- if (obstacles[i]) {
- obstacles[i].y += gameSpeed;
- obstacles[i].update();
- }
+ obstacles[i].y += gameSpeed;
+ obstacles[i].update();
if (!player.isJumping && player.hitbox && player.hitbox.some(function (hitbox) {
return hitbox.intersects(obstacles[i]) && obstacles[i].hitbox !== null;
})) {
if (player.isInvulnerable) {
@@ -1283,13 +1281,20 @@
smallObstacleLeft.x = lanes[0]; // Left lane
smallObstacleMiddle.x = lanes[1]; // Middle lane
coinRight.x = lanes[2]; // Right lane
smallObstacleLeft.y = smallObstacleMiddle.y = coinRight.y = -smallObstacleLeft.height * 2;
- obstacles = obstacles || [];
- coins = coins || [];
- obstacles.push(smallObstacleLeft, smallObstacleMiddle);
+ if (!obstacles) {
+ obstacles = [];
+ }
+ if (!coins) {
+ coins = [];
+ }
+ obstacles.push(smallObstacleLeft);
+ obstacles.push(smallObstacleMiddle);
coins.push(coinRight);
- game.addChild(smallObstacleLeft, smallObstacleMiddle, coinRight);
+ game.addChild(smallObstacleLeft);
+ game.addChild(smallObstacleMiddle);
+ game.addChild(coinRight);
// Ensure both obstacles and coin have the same speed
var obstacleSpeed = gameSpeed;
smallObstacleLeft.speed = smallObstacleMiddle.speed = coinRight.speed = obstacleSpeed;
// Attach the obstacles together
@@ -1313,13 +1318,20 @@
smallObstacleRight.x = lanes[2]; // Right lane
smallObstacleCenter.x = lanes[1]; // Center lane
coinLeft.x = lanes[0]; // Left lane
smallObstacleRight.y = smallObstacleCenter.y = coinLeft.y = -smallObstacleRight.height * 2;
- obstacles = obstacles || [];
- coins = coins || [];
- obstacles.push(smallObstacleRight, smallObstacleCenter);
+ if (!obstacles) {
+ obstacles = [];
+ }
+ if (!coins) {
+ coins = [];
+ }
+ obstacles.push(smallObstacleRight);
+ obstacles.push(smallObstacleCenter);
coins.push(coinLeft);
- game.addChild(smallObstacleRight, smallObstacleCenter, coinLeft);
+ game.addChild(smallObstacleRight);
+ game.addChild(smallObstacleCenter);
+ game.addChild(coinLeft);
// Ensure both obstacles and coin have the same speed
var obstacleSpeed = gameSpeed;
smallObstacleRight.speed = smallObstacleCenter.speed = coinLeft.speed = obstacleSpeed;
// Attach the obstacles together
@@ -1352,33 +1364,43 @@
var smallObstacleCenter = new SmallObstacle();
smallObstacleCenter.x = lanes[1]; // Center lane
smallObstacleCenter.y = -smallObstacleCenter.height * 2;
smallObstacleCenter.speed = gameSpeed; // Ensure constant speed
- obstacles = obstacles || [];
- coins = coins || [];
- powerups = powerups || [];
+ if (!obstacles) {
+ obstacles = [];
+ }
obstacles.push(smallObstacleCenter);
+ game.addChild(smallObstacleCenter);
var coinLeft = new Coin();
coinLeft.x = lanes[0]; // Left lane
coinLeft.y = -coinLeft.height * 2;
coinLeft.speed = gameSpeed; // Ensure constant speed
+ if (!coins) {
+ coins = [];
+ }
coins.push(coinLeft);
+ game.addChild(coinLeft);
var powerUpRight = new PowerUp();
powerUpRight.x = lanes[2]; // Right lane
powerUpRight.y = -powerUpRight.height * 2;
powerUpRight.speed = gameSpeed; // Ensure constant speed
+ if (!powerups) {
+ powerups = [];
+ }
powerups.push(powerUpRight);
- game.addChild(smallObstacleCenter, coinLeft, powerUpRight);
+ game.addChild(powerUpRight);
}
// Function to spawn SmallObstacles on the sides and a Coin in the middle
function spawnSmallObstaclesSidesCoinMiddle() {
var smallObstacleLeft = new SmallObstacle();
smallObstacleLeft.x = lanes[0]; // Left lane
smallObstacleLeft.y = -smallObstacleLeft.height * 2;
smallObstacleLeft.speed = gameSpeed; // Ensure constant speed
- obstacles = obstacles || [];
- coins = coins || [];
- obstacles.push(smallObstacleLeft, smallObstacleRight);
+ if (!obstacles) {
+ obstacles = [];
+ }
+ obstacles.push(smallObstacleLeft);
+ game.addChild(smallObstacleLeft);
var smallObstacleRight = new SmallObstacle();
smallObstacleRight.x = lanes[2]; // Right lane
smallObstacleRight.y = -smallObstacleRight.height * 2;
smallObstacleRight.speed = gameSpeed; // Ensure constant speed
@@ -1387,33 +1409,43 @@
var coinMiddle = new Coin();
coinMiddle.x = lanes[1]; // Middle lane
coinMiddle.y = -coinMiddle.height * 2;
coinMiddle.speed = gameSpeed; // Ensure constant speed
+ if (!coins) {
+ coins = [];
+ }
coins.push(coinMiddle);
- game.addChild(smallObstacleLeft, smallObstacleRight, coinMiddle);
+ game.addChild(coinMiddle);
}
// Function to spawn SmallObstacle in the center and Coins on the sides
function spawnSmallObstacleCenterCoinSides() {
var smallObstacleCenter = new SmallObstacleCenterCoinSides();
smallObstacleCenter.x = lanes[1]; // Center lane
smallObstacleCenter.y = -smallObstacleCenter.height * 2;
smallObstacleCenter.speed = gameSpeed; // Ensure constant speed
- obstacles = obstacles || [];
- coins = coins || [];
+ if (!obstacles) {
+ obstacles = [];
+ }
obstacles.push(smallObstacleCenter);
- coins.push(coinLeft, coinRight);
- game.addChild(smallObstacleCenter, coinLeft, coinRight);
+ game.addChild(smallObstacleCenter);
var coinLeft = new Coin();
coinLeft.x = lanes[0]; // Left lane
coinLeft.y = -coinLeft.height * 2;
coinLeft.speed = gameSpeed; // Ensure constant speed
+ if (!coins) {
+ coins = [];
+ }
+ coins.push(coinLeft);
+ game.addChild(coinLeft);
var coinRight = new Coin();
coinRight.x = lanes[2]; // Right lane
coinRight.y = -coinRight.height * 2;
coinRight.speed = gameSpeed; // Ensure constant speed
+ coins.push(coinRight);
+ game.addChild(coinRight);
}
var starfield = [];
-for (var i = 0; i < 100; i++) {
+for (var i = 0; i < 50; i++) {
var star = new Star();
star.x = Math.random() * 2048;
star.y = Math.random() * 2732;
starfield.push(star);
cartoon white circle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon light blue circle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon white square. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
black rectangle