Code edit (1 edits merged)
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'orbitLine.update();' Line Number: 313
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Fix Bug: 'ReferenceError: orbitline is not defined' in or related to this line: 'orbitline.update();' Line Number: 313
Code edit (1 edits merged)
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add orbitline movement downwards on tick like start and circularobstacles.
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orbitlines shhould move downards slighty on tick
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make sure orbitline move event is executed on tick
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Star, CirularObstacle and OrbitLine should move slighly downards on every tick. Make sure the code is updated and the instance of this movement is executed on tick.
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on tick make circularobstacles move slightly downwards
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on tick make star move slighly downwards
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On tick event, make orbitline move slighly downwards
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add method to move orbitline downwards slightly on tick
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Orbitline should contiously move downwards on tick slighly.
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Orbitline should move slightly down on tick
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star, circularobstacle and smallobsacle and orbitline, should all move downwards slightly on tick
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add method to move down orbitline on tick slighty
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move smallobstacle asset slightly downward on tick.
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Star and CircularObstacle and OrbitLine assets should slightly move downwards on tick.
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Add a new additional movement to Star, CircularObstacle and OrbitLine. They should all move downwards on tick very slowly.
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Add downward movement to OrbitLine class on tick
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Add a new additional movement to Star, CircularObstacle and OrbitLine. They should all move downwards on tick very slowly.
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star, obstacle and obstacleorbit should move downwards slowly on tick.
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Fix Bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'update')' in or related to this line: 'self.update = function (dot) {' Line Number: 268
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obstacles should also move like start on tick
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on tick move obstacles and star downwards very litttle
/**** * Classes ****/ var ScorePopup = Container.expand(function (x, y) { var self = Container.call(this); self.x = x; self.y = y; var scoreText = new Text2('+1', { size: 100, fill: "#ffffff", anchorX: 0.5, anchorY: 0.5 }); scoreText.x = -scoreText.width / 2; scoreText.y = -scoreText.height / 2; self.addChild(scoreText); self.alpha = 1; var duration = 120; self.update = function () { duration--; self.y -= 2; self.alpha -= 1 / 120; if (duration <= 0) { self.destroy(); } }; game.addChild(self); }); var ParticleEffect = Container.expand(function (x, y) { var self = Container.call(this); self.x = x; self.y = y; var particles = []; for (var i = 0; i < 20; i++) { var particle = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); particle.scaleX = particle.scaleY = Math.random() * 0.5 + 0.5; particle.alpha = 0.7; particle.vx = (Math.random() - 0.5) * 10; particle.vy = (Math.random() - 0.5) * 10; particles.push(particle); } self.update = function () { for (var i = particles.length - 1; i >= 0; i--) { particles[i].x += particles[i].vx; particles[i].y += particles[i].vy; particles[i].alpha -= 0.02; if (particles[i].alpha <= 0) { particles[i].destroy(); particles.splice(i, 1); } } if (particles.length === 0) { self.destroy(); } }; game.addChild(self); }); var DotParticleEffect = Container.expand(function (x, y) { var self = Container.call(this); self.x = x; self.y = y; var particles = []; var angleIncrement = Math.PI * 2 / 20; var speed = 30; for (var i = 0; i < 20; i++) { var particle = self.attachAsset('dot', { anchorX: 0.5, anchorY: 0.5 }); particle.scaleX = particle.scaleY = 0.5; particle.alpha = 1; var angle = i * angleIncrement; particle.vx = Math.cos(angle) * speed; particle.vy = Math.sin(angle) * speed; particles.push(particle); } self.update = function () { for (var i = particles.length - 1; i >= 0; i--) { particles[i].x += particles[i].vx; particles[i].y += particles[i].vy; particles[i].alpha -= 0.0167; if (particles[i].alpha <= 0) { particles[i].destroy(); particles.splice(i, 1); } } if (particles.length === 0) { self.destroy(); } }; game.addChild(self); }); var Dot = Container.expand(function () { var self = Container.call(this); var dotGraphics = self.attachAsset('dot', { anchorX: 0.5, anchorY: 0.5 }); self.destroyed = false; self.velocityY = 0; self.gravity = 0.7; self.bounce = -15; self.update = function () { var previousY = self.y; self.velocityY += self.gravity; self.y += self.velocityY; if (!self.firstTouch && !self.intersects(hand)) { self.y = 2732 - self.height / 2 - 500; } else if (self.intersects(hand)) { self.bounceUp(); } else if (self.y > 2232 - self.height / 2 && self.firstTouch && !self.firstStarDestroyed) { self.velocityY = self.bounce; } else if (self.y > 2832 && !self.destroyed) { createDotParticleEffect(self.x, self.y); self.destroyed = true; self.destroy(); LK.setTimeout(function () { LK.showGameOver(); }, 1000); } self.movedDistance = self.y - previousY; }; self.bounceUp = function () { if (!self.destroyed) { self.velocityY = self.bounce; self.firstTouch = true; if (!self.firstStarDestroyed) { self.firstStarDestroyed = true; } } }; }); var CircularObstacle = Container.expand(function (starX, starY, radius, angleSpeed, initialAngle) { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.angle = initialAngle || 0; self.radius = radius; self.angleSpeed = angleSpeed * 0.75; self.starX = starX; self.starY = starY; self.updatePosition = function () { self.starY += 1; // Move CircularObstacle asset slightly downwards self.x = self.starX + Math.cos(self.angle) * self.radius; self.y = self.starY + Math.sin(self.angle) * self.radius; self.angle += self.angleSpeed * 0.35; obstacleGraphics.rotation += self.angleSpeed * 0.35; }; self.moveDown = function (distance, dotY) { var speedMultiplier = dotY < 1200 ? 3 : dotY < 1400 ? 2 : dotY < 2000 ? 1.3 : 1.2; console.log('CircularObstacle speedMultiplier:', speedMultiplier); self.starY += distance * speedMultiplier; }; self.updatePosition(); }); var Star = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); self.scaleDirection = 1; self.scaleSpeed = 0.005; self.minScale = 1; self.maxScale = 1.2; self.moveDown = function (distance, dotY) { var speedMultiplier = dotY < 1200 ? 3 : dotY < 1400 ? 2 : dotY < 2000 ? 1.3 : 1.2; console.log('Star speedMultiplier:', speedMultiplier); self.y += distance * speedMultiplier; if (self.y > 2732 - self.height / 2) { self.y = -self.height / 2; } }; self.updateScale = function () { self.y += 1; // Move Star asset slightly downwards if (self.scaleDirection === 1 && starGraphics.scale.x < self.maxScale) { starGraphics.scale.x += self.scaleSpeed; starGraphics.scale.y += self.scaleSpeed; } else if (self.scaleDirection === -1 && starGraphics.scale.x > self.minScale) { starGraphics.scale.x -= self.scaleSpeed; starGraphics.scale.y -= self.scaleSpeed; } if (starGraphics.scale.x >= self.maxScale || starGraphics.scale.x <= self.minScale) { self.scaleDirection *= -1; } }; }); var OrbitLine = Container.expand(function (starX, starY, radius) { var self = Container.call(this); self.starX = starX; self.starY = starY; self.radius = radius; var segments = 50; var angleIncrement = Math.PI * 2 / segments; for (var i = 0; i < segments; i++) { var angle = i * angleIncrement; var dot = self.attachAsset('smallObstacle', { x: starX + Math.cos(angle) * radius, y: starY + Math.sin(angle) * radius, anchorX: 0.5, anchorY: 0.5 }); if (i % 2 === 0) { dot.alpha = 0; } } self.moveDown = function (distance, dotY) { var speedMultiplier = dotY < 1200 ? 3 : dotY < 1400 ? 2 : dotY < 2000 ? 1.3 : 1.2; console.log('OrbitLine speedMultiplier:', speedMultiplier); self.y += distance * speedMultiplier + 1; // Move OrbitLine asset slightly downwards // Move each smallObstacle asset slightly downwards for (var i = 0; i < self.children.length; i++) { self.children[i].y += 1; } }; }); // Add Hand asset below the dot var Hand = Container.expand(function () { var self = Container.call(this); var handGraphics = self.attachAsset('hand', { anchorX: 0.5, anchorY: 0, alpha: 0.8 }); self.update = function (distance) { if (distance) { self.y += distance; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Initialize the offscreen threshold for destroying obstacles var offscreenThreshold = 2732 + 1000; function createParticleEffect(x, y) { var effect = new ParticleEffect(x, y); LK.on('tick', function () { effect.update(); }); } function createDotParticleEffect(x, y) { var effect = new DotParticleEffect(x, y); LK.on('tick', function () { effect.update(); }); } var obstacles = []; function updateObstacles() { var obstacleCount = 5 + LK.getScore(); while (obstacles.length < obstacleCount) { var obstacle = game.addChild(new Obstacle()); obstacle.x = obstacle.direction === 1 ? -obstacle.width / 2 : 2048 + obstacle.width / 2; obstacle.y = Math.random() * (2732 - obstacle.height) + obstacle.height / 2; obstacles.push(obstacle); } } var scoreTxt = new Text2('', { size: 200, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); scoreTxt.x = 600; LK.gui.top.addChild(scoreTxt); LK.gui.top.addChild(scoreTxt); game.on('down', function (obj) { if (dot) { dot.bounceUp(); } }); var stars = []; var star = game.addChild(new Star()); star.x = 2048 / 2; star.y = 2732 / 2 - 500; stars.push(star); // Add dotted orbit for the first star var orbitLine = game.addChild(new OrbitLine(star.x, star.y, 300)); obstacles.push(orbitLine); function spawnInitialObstacles() { var starX = 2048 / 2; var starY = 2732 / 2 - 500; var radius = 300; var angleSpeed = 0.05; for (var i = 0; i < 20; i++) { var obstacle = game.addChild(new CircularObstacle(starX, starY, radius, angleSpeed)); obstacles.push(obstacle); } } spawnInitialObstacles(); LK.on('tick', function () { dot.update(); for (var i = 0; i < obstacles.length; i++) { if (obstacles[i] instanceof CircularObstacle) { obstacles[i].updatePosition(); } else { if (typeof obstacles[i].move === 'function') { obstacles[i].move(); } } if (dot.y < 2000 && dot.movedDistance < 0) { obstacles[i].moveDown(-dot.movedDistance, dot.y); } if (dot.intersects(obstacles[i]) && !(obstacles[i] instanceof OrbitLine)) { if (!dot.destroyed) { createDotParticleEffect(dot.x, dot.y); dot.destroyed = true; } dot.destroy(); LK.setTimeout(function () { LK.showGameOver(); }, 1000); } else if (obstacles[i].y > offscreenThreshold) { obstacles[i].destroy(); obstacles.splice(i, 1); } } for (var j = stars.length - 1; j >= 0; j--) { stars[j].updateScale(); if (dot.intersects(stars[j])) { LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore().toString()); scoreTxt.alpha = 0; var originalY = scoreTxt.y; LK.on('tick', function updateScoreTextFadeIn() { scoreTxt.alpha += 0.05; scoreTxt.y = originalY - (1 - scoreTxt.alpha) * 50; if (scoreTxt.alpha >= 1) { scoreTxt.alpha = 1; LK.off('tick', updateScoreTextFadeIn); } }); var oldStarY = stars[j].y; createParticleEffect(stars[j].x, stars[j].y); var scorePopup = new ScorePopup(stars[j].x, stars[j].y); LK.on('tick', function () { scorePopup.update(); }); stars[j].destroy(); stars.splice(j, 1); var newStar = game.addChild(new Star()); newStar.x = 2048 / 2; var additionalYOffset = LK.getScore() > 1 ? (LK.getScore() - 1) * 200 : 0; newStar.y = oldStarY - 2000 - additionalYOffset; stars.push(newStar); if (!handMoved && hand) { var handMoveDistance = 0; var handMoveInterval = LK.setInterval(function () { handMoveDistance += 1; hand.update(handMoveDistance); if (handMoveDistance >= 1000) { LK.clearInterval(handMoveInterval); } }, 10); handMoved = true; } // Increase the offscreen threshold for destroying obstacles offscreenThreshold += 300; // Add a cumulative number of CircularObstacles at random positions around the new star var cumulativeObstacles = 1 + LK.getScore(); for (var k = 0; k < cumulativeObstacles; k++) { var randomAngle = Math.random() * Math.PI * 2; // Random angle in radians var radiusOffset = k * 100; var circularObstacle = game.addChild(new CircularObstacle(newStar.x, newStar.y, 300 + radiusOffset, 0.05 * (k % 2 === 0 ? 1 : -1), randomAngle)); obstacles.push(circularObstacle); } // Add orbit line after creating all obstacles var orbitLine = game.addChild(new OrbitLine(newStar.x, newStar.y, 300 + radiusOffset)); obstacles.push(orbitLine); } else if (dot.y < 2000 && dot.movedDistance < 0) { stars[j].moveDown(-dot.movedDistance, dot.y); } } }); var dot = game.addChild(new Dot()); dot.x = 2048 / 2; dot.y = 2732 - dot.height / 2 - 500; var hand; var handMoved = false; function createHand() { hand = game.addChild(new Hand()); hand.x = dot.x + 30; hand.y = dot.y + dot.height / 2 + 10; } createHand();
===================================================================
--- original.js
+++ change.js
@@ -212,8 +212,12 @@
self.moveDown = function (distance, dotY) {
var speedMultiplier = dotY < 1200 ? 3 : dotY < 1400 ? 2 : dotY < 2000 ? 1.3 : 1.2;
console.log('OrbitLine speedMultiplier:', speedMultiplier);
self.y += distance * speedMultiplier + 1; // Move OrbitLine asset slightly downwards
+ // Move each smallObstacle asset slightly downwards
+ for (var i = 0; i < self.children.length; i++) {
+ self.children[i].y += 1;
+ }
};
});
// Add Hand asset below the dot
var Hand = Container.expand(function () {