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if objgrawlix appears, also instantiate objpotatoes over objgrawlix
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objnpc01 appears too frequently
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i need the seagul to return to its original position and behavior when objcontactpoint collides with objnpc01
Code edit (1 edits merged)
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if objgrawlix appears on screen, double objnpc01s movement
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make sure to update objgrawlixs movement
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make sure objgrawlix follows objnpc01
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there can only be one objgrawlix active on the playspace
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do it
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do it
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make sure seagul can intersect with objnpc01
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do not make it fade away over time
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make sure objgrawlix is intantiated in the center of objnpc01
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if objnpc01 intersects with objseagul, instantiate objgrawlix over objnpc01
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if seagul intersects with objnpc01 instantiate objgrawlix above objnpc01
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if seagul collides with objnpc01 instantiate objgrawlix above objnpc01 and make sure it follows npc01s until it reaches outside of the playspace and then destroy it
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if seagul collides with objnpc01 cancel seaguls dive
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objnpc01 spawns too quickly,
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Please fix the bug: 'Error: The supplied DisplayObject must be a child of the caller' in or related to this line: 'self.update = function () {' Line Number: 293
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Please fix the bug: 'Error: The supplied DisplayObject must be a child of the caller' in or related to this line: 'self.update = function () {' Line Number: 293
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objnpc01 should be infront of objtoast
Code edit (1 edits merged)
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Please fix the bug: 'Uncaught Error: The supplied DisplayObject must be a child of the caller' in or related to this line: 'var background3 = game.addChildAt(LK.getAsset('objBackground03', {' Line Number: 783
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objbackground03 should be behind objnpc01
===================================================================
--- original.js
+++ change.js
@@ -255,8 +255,18 @@
game.npcActive = false;
}
// Check for intersection with objContactPoint
if (self.intersects(objContactPoint)) {
+ // Reset seagull's position and behavior
+ seagull.x = -seagull.width / 2; // Start from outside the left edge of the playspace
+ seagull.y = 475;
+ seagull.diving = false;
+ seagull.returning = false;
+ seagull.diveTime = 0;
+ seagull.startX = seagull.x;
+ seagull.startY = seagull.y;
+ seagull.endX = seagull.startX + seagull.speed * seagull.direction * seagull.diveDuration / 2;
+ seagull.endY = 2732 - seagull.height / 2 - 200;
// Check if objGrawlix is already active before spawning a new one
if (!activeGrawlix) {
// Spawn objGrawlix over objNPC01
activeGrawlix = game.addChild(LK.getAsset('ObjGrawlix', {
@@ -267,9 +277,9 @@
activeGrawlix.x = self.x;
activeGrawlix.y = self.y;
activeGrawlix.update = function () {
this.x = self.x;
- this.y = self.y - 100;
+ this.y = self.y - 200;
};
}
};
});
@@ -338,9 +348,19 @@
var t = self.diveTime / self.diveDuration; // Normalized time (0 to 1)
self.x = (1 - t) * self.startX + t * self.endX; // Linear horizontal movement
self.y = (1 - t) * self.startY + t * self.endY - 300 * t * (1 - t); // Parabolic vertical movement
if (self.diveTime >= self.diveDuration) {
+ // Reset seagull's position and behavior
+ self.x = -self.width / 2; // Start from outside the left edge of the playspace
+ self.y = 475;
+ self.diving = false;
+ self.returning = false;
self.diveTime = 0;
+ self.startX = self.x;
+ self.startY = self.y;
+ self.endX = self.startX + self.speed * self.direction * self.diveDuration / 2;
+ self.endY = 2732 - self.height / 2 - 200;
+ self.diveTime = 0;
self.diving = false;
self.returning = true; // Start returning to original position
gustSpawned = false; // Reset gustSpawned flag
self.startX = self.x; // Update startX to the current X
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