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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: 1401
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when player is destroyed, add a player particle explosion before showing the game over
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show player explosion before game over
Code edit (3 edits merged)
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Please fix the bug: 'ReferenceError: trail is not defined' in or related to this line: 'trail.destroy();' Line Number: 1355
Code edit (4 edits merged)
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Please fix the bug: 'TypeError: player.hitbox.destroy is not a function' in or related to this line: 'player.hitbox.destroy();' Line Number: 1355
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how can I show a player explosion before game over. considering player and its trail and left and right player should be destroyed
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wait fo2 seconds before showing game over messag
Code edit (1 edits merged)
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only flashcreen oncce before game over, and make it white
Code edit (1 edits merged)
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when player is destroyed pause all game, and wait 2 seconds before showing game over
Code edit (1 edits merged)
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when player is destroyed, reduce all movement of obstacles, particles, starts and everything in game to 0.
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wait for 2 seconds before game over after player is desttoyed
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fix loop of all lksettime for showgameover
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gameover should still be executed after 2 seconds even if game speed is 0
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create a game over screen that will be displayed when player is destroyed. This screen will last for 3 seconds before the game is over
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remove flash screen when plyaer is destroyed
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game over screen should also display the number of miles and coins collected at the moment the game is over
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once game over screen is up, disable all hitboxes so nothing can collide withnothing
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add a black background to game over screen
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game over screen background should not be transparent
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when gameover screen is up, player should no be moved anymore
===================================================================
--- original.js
+++ change.js
@@ -10,11 +10,9 @@
tint: 0xa8ed15 // Apply tint #a8ed15
});
self.speed = gameSpeed;
self.update = function () {
- if (gameSpeed > 0) {
- self.y += self.speed;
- }
+ self.y += self.speed;
if (self.y > 2732 + self.height / 2) {
self.destroy();
}
};
@@ -27,11 +25,9 @@
anchorY: 0.5
});
self.speed = gameSpeed;
self.update = function () {
- if (gameSpeed > 0) {
- self.y += self.speed;
- }
+ self.y += self.speed;
if (self.y > 2732 + self.height / 2) {
self.destroy();
}
// Floating effect
@@ -40,8 +36,25 @@
self.scale.x = 1 + Math.sin(LK.ticks / 20) * 0.05;
self.scale.y = 1 + Math.sin(LK.ticks / 20) * 0.05;
};
});
+// Define the GameOverScreen class
+var GameOverScreen = Container.expand(function () {
+ var self = Container.call(this);
+ var gameOverText = new Text2('Game Over', {
+ size: 200,
+ fill: "#ff0000",
+ stroke: "#000000",
+ strokeThickness: 10,
+ border: true,
+ borderColor: "#000000",
+ borderWidth: 5
+ });
+ gameOverText.anchor.set(0.5, 0.5);
+ gameOverText.x = 2048 / 2;
+ gameOverText.y = 2732 / 2;
+ self.addChild(gameOverText);
+});
// Define the LaneSeparator class
var LaneSeparator = Container.expand(function () {
var self = Container.call(this);
var separatorGraphics = self.attachAsset('lineobstacle', {
@@ -126,11 +139,9 @@
tint: 0xa8ed15 // Apply tint #a8ed15
});
self.speed = gameSpeed;
self.update = function () {
- if (gameSpeed > 0) {
- self.y += self.speed;
- }
+ self.y += self.speed;
if (self.y > 2732 + self.height / 2) {
self.destroy();
}
};
@@ -144,12 +155,10 @@
});
self.speed = Math.random() * 5 + 2; // Random speed for each particle
self.direction = Math.random() * Math.PI * 2; // Random direction for each particle
self.update = function () {
- if (gameSpeed > 0) {
- self.x += Math.cos(self.direction) * self.speed; // Move the particle in the direction
- self.y += Math.sin(self.direction) * self.speed;
- }
+ self.x += Math.cos(self.direction) * self.speed; // Move the particle in the direction
+ self.y += Math.sin(self.direction) * self.speed;
self.alpha -= 0.01; // Fade out the particle
if (self.alpha <= 0) {
self.destroy();
}
@@ -237,9 +246,9 @@
self.shieldCountdown.setText(Math.ceil(self.invulnerableTimer / 120));
}
}
}
- if (gameSpeed > 0 && self.isMoving) {
+ if (self.isMoving) {
if (Math.abs(self.x - self.targetX) < self.speed) {
self.x = self.targetX;
self.isMoving = false;
} else {
@@ -360,11 +369,9 @@
anchorY: 0.5
});
self.speed = gameSpeed;
self.update = function () {
- if (gameSpeed > 0) {
- self.y += self.speed;
- }
+ self.y += self.speed;
if (self.y > 2732 + self.height / 2) {
self.destroy();
}
};
@@ -458,11 +465,9 @@
tint: 0xa8ed15 // Apply tint #a8ed15
});
self.speed = gameSpeed;
self.update = function () {
- if (gameSpeed > 0) {
- self.y += self.speed;
- }
+ self.y += self.speed;
if (self.y > 2732 + self.height / 2) {
self.destroy();
}
};
@@ -506,15 +511,9 @@
});
self.speed = Math.random() * 2 + 1; // Random speed for each star
self.scale.set(Math.random() * 1.5 + 0.5); // Random size between 0.5 and 2.0
self.update = function () {
- if (gameSpeed > 0) {
- if (gameSpeed > 0) {
- if (gameSpeed > 0) {
- self.y += self.speed;
- }
- }
- }
+ self.y += self.speed;
if (self.y > 2732) {
self.y = -self.height;
self.x = Math.random() * 2048;
}
@@ -554,11 +553,9 @@
alpha: 0.5
});
self.speed = 5;
self.update = function () {
- if (gameSpeed > 0) {
- self.y += self.speed;
- }
+ self.y += self.speed;
self.alpha -= 0.02; // Fade out the trail faster
self.scale.x -= 0.02; // Shrink the trail faster
self.scale.y -= 0.02; // Shrink the trail faster
if (self.y > 2732 || self.alpha <= 0 || self.scale.x <= 0 || self.scale.y <= 0) {
@@ -1323,32 +1320,13 @@
obstacles[i].destroy();
obstacles.splice(i, 1);
} else {
LK.effects.flashScreen(0xff0000, 1000);
- // Reduce all movement to 0
- gameSpeed = 0;
- for (var i = 0; i < obstacles.length; i++) {
- obstacles[i].speed = 0;
- }
- for (var i = 0; i < powerups.length; i++) {
- powerups[i].speed = 0;
- }
- for (var i = 0; i < coins.length; i++) {
- coins[i].speed = 0;
- }
- for (var i = 0; i < starfield.length; i++) {
- starfield[i].speed = 0;
- }
- for (var i = 0; i < particles.length; i++) {
- particles[i].speed = 0;
- }
- for (var i = 0; i < trails.length; i++) {
- trails[i].speed = 0;
- }
- player.speed = 0;
- setTimeout(function () {
+ var gameOverScreen = new GameOverScreen();
+ game.addChild(gameOverScreen);
+ LK.setTimeout(function () {
LK.showGameOver();
- }, 2000);
+ }, 3000);
}
}
}
// Handle obstacle spawning based on configuration
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