Code edit (1 edits merged)
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but make it start at objSingleFish.x = 1025;
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rather then objSingleFish.x = 1025;, make it objSingleFish.x = 1175;
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rather then objSingleFish.y = 2150, make it objSingleFish.y = 2100;
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it looks around too quickly
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fix it
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make sure objsinglefish when its animating remains at 250% of its original scale
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✅ Ensure objSingleFish update function is properly defined and called ✅ Ensure objSingleFish is properly instantiated and initialized
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after objsinglefish arrives at objSingleFish.x = 1025; objSingleFish.y = 2150; animate it looking around flipping
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'rotation')' in or related to this line: 'self.rotation += flopDirection * flopSpeed;' Line Number: 770
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objSingleFish is not moving fix it
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animate objsinglefish, make it visually flop like a fish and flip remember to update it during gameplay
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objsinglefish is not animating, fix it
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animate objsinglefish, make it visually flop like a fish and change direction
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if objfish already exists do not instantiate a new one
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Use a variable to track the last score threshold crossed. Check if the score has crossed any new thresholds by comparing the current score with the last threshold crossed. Make sure you call updateScore() instead of directly modifying the score variable to ensure the check and instantiation logic are always executed.
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Ensure objWaveCrash and objSingleFish instantiate when score is equal or goes above multiples of 50
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it still not working, the score was 55 and it hadn't instantiated properly
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sometimes objwavecrash doesn't instantiate because the score isnt 50 sharp, thats not good i want it to nonetheless execute it even if its not exactly 50, as long as it goes above fifty, just instantiate it
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before instantiating objsinglefish, instantiate objwavecrash for 1 second and then replace it with objsinglefish
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before instantiating objsinglefish, instantiate objwavecrash for 1 second and then replace it with objsinglefish
Code edit (2 edits merged)
Please save this source code
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Everytime the score increments by 50, instantiate objSingleFish at objSingleFish.x = 1025; objSingleFish.y = 1850; then, animate it moving to while scaling it up by 250% objSingleFish.x = 1025; objSingleFish.y = 2150;
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
===================================================================
--- original.js
+++ change.js
@@ -447,8 +447,29 @@
objStar.visible = 0;
if (LK.ticks % 60 == 0) {
score += 1 * scoreMultiplier;
self.speed = 10 * Math.pow(1.1, Math.floor(score / 50)) * (1 + Math.floor(score / 50) * 0.1);
+ if (score % 50 === 0) {
+ var objSingleFish = game.addChild(LK.getAsset('objSingleFish', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ objSingleFish.x = 1025;
+ objSingleFish.y = 1850;
+ var startX = objSingleFish.x;
+ var startY = objSingleFish.y;
+ var endY = 2150;
+ var duration = 60; // Duration of the animation in frames (1 second)
+ var currentFrame = 0;
+ objSingleFish.update = function () {
+ if (currentFrame <= duration) {
+ var t = currentFrame / duration;
+ objSingleFish.y = (1 - t) * startY + t * endY;
+ objSingleFish.scale.set(1 + 1.5 * t); // Scale up by 250%
+ currentFrame++;
+ }
+ };
+ }
}
// Stop shake and pulsate effects
LK.clearInterval(shakeInterval);
if (pulsateIntervalActive) {
@@ -782,9 +803,9 @@
var objSingleFish = game.addChild(LK.getAsset('objSingleFish', {
anchorX: 0.5,
anchorY: 0.5
}));
-objSingleFish.x = 1125;
+objSingleFish.x = 1025;
objSingleFish.y = 2150;
objSos.rotation = -0.436332; // Rotate by -25 degrees (in radians)
objSos.x = 1110;
objSos.y = 850;
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