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fix this: The score is not centered with the sky because its positioning is not dynamically linked to the sky's current position.
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i cannot see the score, make sure it's on the highest layer and sky is under
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make sure the score is on the upper layer
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make sure the score is children of sky so it follows it
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make sky hover slowly up and down left to right while staying in the upper portion of the screen
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parent score to sky
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Remove the condition score % 2 == 0 from the if statement that checks if the score is a multiple of 2. Instead, change it to every three points
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// Create CI and Cat images and move them top right and add them to the top layer if (!catImage) { catImage = LK.getAsset('Cat', { anchorX: 0.5, anchorY: 0.5 }); catImage.x = 175; catImage.y = 1550; // Adjust y position to match initial setup game.addChild(catImage); // Initialize bounce count and state var bounceCount = 0; var isBouncingUp = true; var jumpTowardsBasketball = function jumpTowardsBasketball() { // Implementation of jumpTowardsBasketball remains unchanged }; // Immediate bounce animation var bounceAnimation = LK.setInterval(function () { if (isBouncingUp) { catImage.y -= 30; // Move up } else { catImage.y += 30; // Move down } // Change direction at the peak of the bounce if (catImage.y <= 1450 || catImage.y >= 1550) { isBouncingUp = !isBouncingUp; if (!isBouncingUp) { bounceCount++; } } // After 8 bounces, jump towards the basketball and initiate fade out if (bounceCount >= 8) { LK.clearInterval(bounceAnimation); jumpTowardsBasketball(); // Initiate jump towards basketball // Start fade out process after intersecting with basketball LK.setTimeout(function () { var fadeOutInterval = LK.setInterval(function () { catImage.alpha -= 0.1; // Increase opacity decrease rate for faster fade out if (catImage.alpha <= 0) { LK.clearInterval(fadeOutInterval); catImage.destroy(); // Destroy cat image after faster fade out } }, 25); // Maintain fade out interval }, 250); // Start fade out 0.25 seconds after intersection for faster execution } }, 50); // Adjust timing for bounce speed }
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Remove the condition (score % 2 == 0) from the if statement
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Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'x')' in or related to this line: 'var dx = basketball.x - catImage.x;' Line Number: 453
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// Create CI and Cat images and move them top right and add them to the top layer // Remove the condition (score % 2 == 0) from the if statement if (!catImage) { catImage = LK.getAsset('Cat', { anchorX: 0.5, anchorY: 0.5 }); catImage.x = 175; catImage.y = 1550; // Adjust y position to match initial setup game.addChild(catImage); // Initialize bounce count and state var bounceCount = 0; var isBouncingUp = true; var jumpTowardsBasketball = function jumpTowardsBasketball() { // Implementation of jumpTowardsBasketball remains unchanged }; // Delayed bounce animation LK.setTimeout(function () { var bounceAnimation = LK.setInterval(function () { // Implementation of bounceAnimation remains unchanged }, 50); // Adjust timing for bounce speed }, 2000); // Further delay the start of the bounce animation by 2 seconds }
Code edit (1 edits merged)
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fade out and destroy the cat faster
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fade out and destroy the cat faster
Code edit (1 edits merged)
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Code edit (3 edits merged)
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increase the distance in the function checkProximity
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delay it further
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The Cat image will play its bounce animation too soon, delay it .
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CI (Confidence Interval) Logic: The CI image will always be present on the screen. When the score becomes an odd number, the CI image will be destroyed. Cat Logic: When the score becomes an odd number, a new instance of the Cat image will be spawned. The Cat image will play its bounce animation and jump sequence. When the Cat collides with the basketball, it will fade out and destroy itself. After the Cat is destroyed, a new instance of the CI image will respawn.
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// Check if the score is an odd number if (score % 2 != 0 && score != 0) { // Destroy CI image if it exists if (ciImage) { ciImage.destroy(); } // Spawn Cat image if it doesn't exist if (!catImage) { catImage = LK.getAsset('Cat', { anchorX: 0.5, anchorY: 0.5 }); catImage.x = 175; catImage.y = 1550; game.addChild(catImage); // Initialize bounce animation for Cat var bounceCount = 0; var isBouncingUp = true; var bounceAnimation = LK.setInterval(function () { if (isBouncingUp) { catImage.y -= 30; // Move up } else { catImage.y += 30; // Move down } // Change direction at the peak of the bounce if (catImage.y <= 1450 || catImage.y >= 1550) { isBouncingUp = !isBouncingUp; if (!isBouncingUp) { bounceCount++; } } // After 5 bounces, initiate jump sequence if (bounceCount >= 5) { LK.clearInterval(bounceAnimation); var jumpDuration = 500; // Reduced jump up and down duration for snappier movement var jumpUp = LK.setInterval(function () { if (catImage.y > 1300) { catImage.y -= 10; } else { LK.clearInterval(jumpUp); var jumpDown = LK.setInterval(function () { if (catImage.y < 1550) { catImage.y += 10; } else { LK.clearInterval(jumpDown); } }, jumpDuration / (1550 - 1300)); } }, jumpDuration / (1550 - 1300)); } }, 50); // Adjust timing for bounce speed // Check for collision with the basketball game.on('tick', function () { if (catImage && basketball.intersects(catImage)) { // Fade out the Cat image var fadeOutInterval = LK.setInterval(function () { catImage.alpha -= 0.05; // Decrease opacity if (catImage.alpha <= 0) { LK.clearInterval(fadeOutInterval); catImage.destroy(); // Destroy Cat image catImage = null; // Reset Cat image variable // Respawn CI image ciImage = LK.getAsset('CI', { anchorX: 0.5, anchorY: 0.5 }); ciImage.x = 175; ciImage.y = 1550; game.addChild(ciImage); } }, 25); // Fade out over 1 second } }); } }
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// Check if the score is an even number and CI image exists if (score % 2 == 0 && score != 0 && ciImage) { ciImage.destroy(); // Destroy CI image if it exists } // Check if the score is an odd number if (score % 2 != 0 && score != 0) { // Destroy CI image if it exists if (ciImage) { ciImage.destroy(); } // Spawn Cat image if it doesn't exist if (!catImage) { catImage = LK.getAsset('Cat', { anchorX: 0.5, anchorY: 0.5 }); catImage.x = 175; catImage.y = 1550; game.addChild(catImage); // Initialize bounce animation for Cat var bounceCount = 0; var isBouncingUp = true; var bounceAnimation = LK.setInterval(function () { if (isBouncingUp) { catImage.y -= 30; // Move up } else { catImage.y += 30; // Move down } // Change direction at the peak of the bounce if (catImage.y <= 1450 || catImage.y >= 1550) { isBouncingUp = !isBouncingUp; if (!isBouncingUp) { bounceCount++; } } // After 5 bounces, destroy Cat if (bounceCount >= 5) { LK.clearInterval(bounceAnimation); catImage.destroy(); // Destroy Cat image catImage = null; // Reset Cat image variable } }, 50); // Adjust timing for bounce speed } }
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Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'x')' in or related to this line: 'var dx = basketball.x - catImage.x;' Line Number: 451
===================================================================
--- original.js
+++ change.js
@@ -144,11 +144,11 @@
/****
* Game Code
****/
-// Function to check if two objects are within a certain distance of each other
-// Initialize shape assets for the game
// Initialize image assets for the game
+// Initialize shape assets for the game
+// Function to check if two objects are within a certain distance of each other
function checkProximity(obj1, obj2, distance) {
var dx = obj1.x - obj2.x;
var dy = obj1.y - obj2.y;
return Math.sqrt(dx * dx + dy * dy) < distance + 10; // Increased proximity distance
@@ -229,10 +229,10 @@
size: 100,
fill: "#000000"
});
game.addChild(scoreTxt);
-scoreTxt.x = sky.x - 10;
-scoreTxt.y = sky.y - 0;
+scoreTxt.x = sky.x;
+scoreTxt.y = sky.y - sky.height / 2 - 50; // Position score above the sky
var touchdown = new Touchdown();
var obstacle01 = game.addChild(new Obstacle01());
obstacle01.x = 2048 / 2;
obstacle01.y = 2732 / 2;
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