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if the seagul collides with the fries, attach the fries to the seagul and when it leaves the playspace, destroy the fries
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instantiate objfries on screen
Code edit (8 edits merged)
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when it wraps around, give it a 50% chance to wrap around in the opposite direction
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when it dives, it sometimes does not go back to the original updated y position, fix it
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make sure the Y coordinate isn't too close to the upper edge of the screen, add a boundary
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when it wraps around, give it a new Y coordinate but make sure it stays in the upper portion of the playspace
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its not working, fix it
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when it wraps around, give it a new Y coordinate, make sure it stays in the upper portion of the playspace, the 10-15% of the upper portion of the playspace
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when it wraps around, give it a new Y coordinate, between the first half of the screen
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only implement the wrapping behavior if the seagul accidently leaves the space, if it doesnt, make it bounce the way it did before
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fix it
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fix it
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Initialize objBackground01 on screen
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Initialize objBackground01 on screen and make it fit the entirenplayspace
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it dives too low,
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make sure the seagull after diving goes back to its initial y position
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vertical diving speed should be faster and snappier
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vertical diving speed should be faster
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diving speed should be faster
===================================================================
--- original.js
+++ change.js
@@ -16,8 +16,9 @@
self.startY = 0;
self.endX = 0;
self.endY = 2732 - seagullGraphics.height / 2 - 200; // Target Y position for the dive
self.returning = false;
+ self.hasFries = false; // Flag to track if the seagull has fries
self.update = function () {
if (self.diving) {
self.diveTime++;
var t = self.diveTime / self.diveDuration; // Normalized time (0 to 1)
@@ -43,33 +44,34 @@
self.diving = false; // Reset diving state
self.startX = self.x; // Reset startX for the next dive
self.startY = self.y; // Reset startY for the next dive
self.endY = 2732 - seagullGraphics.height / 2 - 200; // Reset endY for the next dive
+ // If the seagull has fries, release them
+ if (self.hasFries) {
+ fries.x = self.x; // Place fries at current seagull position
+ fries.y = self.y;
+ fries = null; // Remove reference to fries
+ self.hasFries = false; // Reset fries flag
+ }
}
} else {
self.x += self.speed * self.direction;
self.y += Math.sin(LK.ticks / 10) * 5; // Add a hover effect
- // If the seagull has the fries, move the fries with the seagull
- if (self.hasFries) {
- fries.x = self.x;
- fries.y = self.y;
- }
// Check if seagull is out of bounds horizontally
if (self.x > 2048 + seagullGraphics.width / 2 || self.x < -seagullGraphics.width / 2) {
self.direction *= -1; // Flip direction
self.x = Math.max(-seagullGraphics.width / 2, Math.min(2048 + seagullGraphics.width / 2, self.x)); // Keep seagull within bounds
self.y = Math.random() * (2732 * 0.3) + 100; // Random Y position in the upper 30% of the playspace with a 100px boundary
- // Flip the seagull's graphics
- seagullGraphics.scale.x *= -1;
- // If the seagull has the fries, destroy the fries when it leaves the playspace
+ // If the seagull has fries, destroy the fries when it leaves the playspace
if (self.hasFries) {
fries.destroy();
self.hasFries = false;
}
}
// Check for collision with fries
if (self.intersects(fries)) {
self.hasFries = true;
+ fries.visible = false; // Hide fries
}
}
};
self.down = function (x, y, obj) {
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