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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
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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
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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
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Use lazy loading for assets
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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
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Use bounding boxes for collision detection
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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
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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: 1217
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Bounding boxes should have a 10% of forgiveness
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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
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Refactor how left and rigth player are initialized
Code edit (1 edits merged)
Please save this source code
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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
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Redcue a little the starfield
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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: 1223
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Bigobstacme shoudl completely appear from offscreen
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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
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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
@@ -909,9 +909,9 @@
} // Prevent player movement when the home screen is up
if (Math.abs(y - touchStartY) > Math.abs(x - touchStartX)) {
if (y < touchStartY && !leftPlayer && !rightPlayer) {
player.jump();
- } else if (y > touchStartY && !leftPlayer && !rightPlayer && !player.isJumping && player.lane === 1 && splitTimer === 0) {
+ } else if (y > touchStartY && !leftPlayer && !rightPlayer && !player.isJumping && player.lane === 1) {
// Animate leftPlayer and rightPlayer to move to the sides
var leftTargetX = player.x - 650;
var rightTargetX = player.x + 550;
var animationDuration = 20; // Duration in frames (0.33 seconds at 60 FPS)
@@ -931,52 +931,56 @@
leftPlayer.x = player.x;
leftPlayer.y = player.y;
game.addChild(leftPlayer);
}
- leftPlayer.update = function () {
- if (animationDuration > 0) {
- leftPlayer.x += (leftTargetX - leftPlayer.x) / animationDuration;
- animationDuration--;
- }
- // Add any specific update logic for LeftPlayer here
- if (LK.ticks % 4 == 0) {
- var trail = new Trail();
- trail.scale.x = 0.5;
- trail.scale.y = 0.5;
- if (leftPlayer && leftPlayer.x !== undefined) {
- trail.x = leftPlayer.x;
- } else {
- trail.x = this.x; // Ensure trail uses self's x-coordinate
+ if (leftPlayer) {
+ leftPlayer.update = function () {
+ if (animationDuration > 0) {
+ leftPlayer.x += (leftTargetX - leftPlayer.x) / animationDuration;
+ animationDuration--;
}
- trail.y = this.y + (leftPlayer.height ? leftPlayer.height / 2 : 0);
- game.addChildAt(trail, game.getChildIndex(this));
- }
- };
+ // Add any specific update logic for LeftPlayer here
+ if (LK.ticks % 4 == 0) {
+ var trail = new Trail();
+ trail.scale.x = 0.5;
+ trail.scale.y = 0.5;
+ if (leftPlayer && leftPlayer.x !== undefined) {
+ trail.x = leftPlayer.x;
+ } else {
+ trail.x = this.x; // Ensure trail uses self's x-coordinate
+ }
+ trail.y = this.y + (leftPlayer.height ? leftPlayer.height / 2 : 0);
+ game.addChildAt(trail, game.getChildIndex(this));
+ }
+ };
+ }
if (!rightPlayer) {
rightPlayer = new RightPlayer();
rightPlayer.x = player.x;
rightPlayer.y = player.y;
game.addChild(rightPlayer);
}
- rightPlayer.update = function () {
- if (animationDuration > 0) {
- rightPlayer.x += (rightTargetX - rightPlayer.x) / animationDuration;
- animationDuration--;
- }
- // Add any specific update logic for RightPlayer here
- if (LK.ticks % 4 == 0) {
- var trail = new Trail();
- trail.scale.x = 0.5;
- trail.scale.y = 0.5;
- if (rightPlayer && rightPlayer.x !== undefined) {
- trail.x = rightPlayer.x;
- } else {
- trail.x = this.x; // Ensure trail uses self's x-coordinate
+ if (rightPlayer) {
+ rightPlayer.update = function () {
+ if (animationDuration > 0) {
+ rightPlayer.x += (rightTargetX - rightPlayer.x) / animationDuration;
+ animationDuration--;
}
- trail.y = this.y + (rightPlayer.height ? rightPlayer.height / 2 : 0);
- game.addChildAt(trail, game.getChildIndex(this));
- }
- };
+ // Add any specific update logic for RightPlayer here
+ if (LK.ticks % 4 == 0) {
+ var trail = new Trail();
+ trail.scale.x = 0.5;
+ trail.scale.y = 0.5;
+ if (rightPlayer && rightPlayer.x !== undefined) {
+ trail.x = rightPlayer.x;
+ } else {
+ trail.x = this.x; // Ensure trail uses self's x-coordinate
+ }
+ trail.y = this.y + (rightPlayer.height ? rightPlayer.height / 2 : 0);
+ game.addChildAt(trail, game.getChildIndex(this));
+ }
+ };
+ }
// Initialize update functions after adding to game
leftPlayer.update = function () {
if (animationDuration > 0) {
leftPlayer.x += (leftTargetX - leftPlayer.x) * 0.1; // Smooth movement using linear interpolation
@@ -1235,9 +1239,8 @@
game.addChildAt(trail, game.getChildIndex(rightPlayer));
}
};
}
- splitTimer = 0;
}
for (var i = coins.length - 1; i >= 0; i--) {
coins[i].y += gameSpeed;
coins[i].update();
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