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only generate 3 blockers on every generation
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the blockers should only fall when the score increments by 5. so at 5, 10,15,20 etc points, a new blocker is spawned
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now create a new item called Blocker which will fall from the sky. so unlike the other element that get generated from the sides of the screen, this item falls from the top side of the screen towards the bottom. similar to the enemies, this also has the same acceleration. if this touches the player, it's game over
Code edit (2 edits merged)
Please save this source code
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The character can sometimes decelerate before reaching its destination, thus it cant take a new command from the player. Fix this by ensuring a new command can be given when thr character reaches a full stop, rather than reaching its destination
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don't allow the character to take new commands until it reaches it's destination. only upon reaching it's destination, will it take a new command fro mthe player
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now the character stopped taking commands altogether, which is a bug
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don't allow the character to take new commands until it reaches it's destination. only upon reaching it's destination, will it take a new command fro mthe player
Code edit (1 edits merged)
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you did it, but not correctly. I said the right spawner should spawn them 200 pixels to the right, you instead spawned them 200 pixels to the left
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generated enemies have their center aligned with the edge of the screen, which means when they get generated, half of their assets instantly pop on the screen. let's generate them 200 pixels outside the screen. so the right spawner would generate them 200 pixels to the right, and the left one 200 pixels to it's left
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Fix Bug: 'ReferenceError: playerGraphics is not defined' in or related to this line: 'playerGraphics.flipX = deltaX < 0 ? 1 : 0;' Line Number: 221
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'destination')' in or related to this line: 'if (self.destination) {' Line Number: 218
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Fix Bug: 'ReferenceError: playerGraphics is not defined' in or related to this line: 'playerGraphics.flipX = deltaX < 0 ? 1 : 0;' Line Number: 221
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'destination')' in or related to this line: 'if (self.destination) {' Line Number: 218
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'destination')' in or related to this line: 'if (self.destination) {' Line Number: 218
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'destination')' in or related to this line: 'if (self.destination) {' Line Number: 218
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how can i make the character face the direction of the mouse position? right now, the character graphic is facing right, but if I ask it to move to a new position that would be left to it's current one, it needs to flip it's art asset horizontally to reflect it is now facing left
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how can i make the character face the direction of the mouse position? right now, the character graphic is facing right, but if I ask it to move to a new position that would be left to it's current one, it needs to flip it's art asset horizontally to reflect it is now facing left
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apply the above fix
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apply the above fix
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Fix Bug: 'ReferenceError: touchPosition is not defined' in or related to this line: 'playerGraphics.flipX = touchPosition.x < player.x ? 1 : 0;' Line Number: 66
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Fix Bug: 'ReferenceError: touchPosition is not defined' in or related to this line: 'playerGraphics.flipX = touchPosition.x < player.x ? 1 : 0;' Line Number: 66
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why is the character not facing the direction the player pointed towards? it should flip sides depending on the direction the character is facing
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instead of randomly generating enemies, only generate an enemy when the score increases by 1. so for every point increment, spawn a new random enemy
===================================================================
--- original.js
+++ change.js
@@ -52,9 +52,9 @@
// Update the flipX property based on the direction of movement every frame
if (self.destination) {
var deltaX = self.destination.x - self.x;
// Determine the flipX value based on the sign of deltaX
- playerGraphics.flipX = deltaX >= 0 ? 1 : 0;
+ playerGraphics.flipX = deltaX < 0 ? 1 : 0;
// Apply the flip immediately before moving
playerGraphics.updateTransform();
}
};
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