User prompt
Fix Bug: 'TypeError: parseInt is not a function' in this line: 'var currentScore = parseInt(self.game.scoreTxt.text, 10);' Line Number: 78
User prompt
Fix Bug: 'TypeError: parseInt is not a function' in this line: 'var currentScore = parseInt(this.game.scoreTxt.text, 10);' Line Number: 78
User prompt
Fix Bug: 'TypeError: window.parseInt is not a function' in this line: 'var currentScore = window.parseInt(this.game.scoreTxt.text, 10);' Line Number: 78
User prompt
Fix Bug: 'TypeError: parseInt is not a function' in this line: 'var currentScore = parseInt(this.game.scoreTxt.text, 10);' Line Number: 78
User prompt
perfect. now it's facing the direction I want it to. really great. But now I need you to rotate the paddle by 90 so it starts rotated by 90 degrees to the right than what it is currently now
User prompt
Fix Bug: 'TypeError: window.parseInt is not a function' in this line: 'var currentScore = window.parseInt(this.game.scoreTxt.text, 10);' Line Number: 78
User prompt
Fix Bug: 'TypeError: parseInt is not a function' in this line: 'var currentScore = parseInt(this.game.scoreTxt.text, 10);' Line Number: 78
User prompt
Fix Bug: 'TypeError: window.parseInt is not a function' in this line: 'var currentScore = window.parseInt(this.game.scoreTxt.text, 10);' Line Number: 78
User prompt
Fix Bug: 'TypeError: parseInt is not a function' in this line: 'var currentScore = parseInt(this.game.scoreTxt.text, 10);' Line Number: 78
User prompt
I mean, the paddle is definitely rotating now, but not as I wanted too. maybe I didnt give you the correct instructions. I want it to always maintain the same direction relative to the center of the screen
User prompt
Fix Bug: 'TypeError: window.parseInt is not a function' in this line: 'var currentScore = window.parseInt(this.game.scoreTxt.text, 10);' Line Number: 78
User prompt
Fix Bug: 'TypeError: parseInt is not a function' in this line: 'var currentScore = parseInt(this.game.scoreTxt.text, 10);' Line Number: 78
User prompt
Fix Bug: 'TypeError: parseInt is not a function' in this line: 'var currentScore = parseInt(self.game.scoreTxt.text, 10);' Line Number: 78
User prompt
Fix Bug: 'TypeError: window.parseInt is not a function' in this line: 'var currentScore = window.parseInt(self.game.scoreTxt.text, 10);' Line Number: 78
User prompt
Fix Bug: 'TypeError: parseInt is not a function' in this line: 'var currentScore = parseInt(self.game.scoreTxt.text, 10);' Line Number: 78
User prompt
Fix Bug: 'TypeError: window.parseInt is not a function' in this line: 'var currentScore = window.parseInt(self.game.scoreTxt.text, 10);' Line Number: 78
User prompt
Fix Bug: 'TypeError: parseInt is not a function' in this line: 'var currentScore = parseInt(self.game.scoreTxt.text, 10);' Line Number: 78
User prompt
Fix Bug: 'TypeError: parseInt is not a function' in this line: 'var currentScore = parseInt(this.game.scoreTxt.text, 10);' Line Number: 78
User prompt
Fix Bug: 'TypeError: parseInt is not a function' in this line: 'var currentScore = parseInt(self.game.scoreTxt.text, 10);' Line Number: 78
User prompt
Fix Bug: 'TypeError: window.parseInt is not a function' in this line: 'var currentScore = window.parseInt(self.game.scoreTxt.text, 10);' Line Number: 78
User prompt
Fix Bug: 'TypeError: parseInt is not a function' in this line: 'var currentScore = parseInt(self.game.scoreTxt.text, 10);' Line Number: 78
User prompt
Fix Bug: 'TypeError: parseInt is not a function' in this line: 'var currentScore = parseInt(this.game.scoreTxt.text, 10);' Line Number: 78
User prompt
Fix Bug: 'TypeError: window.parseInt is not a function' in this line: 'var currentScore = window.parseInt(this.game.scoreTxt.text, 10);' Line Number: 78
User prompt
Fix Bug: 'TypeError: parseInt is not a function' in this line: 'var currentScore = parseInt(this.game.scoreTxt.text, 10);' Line Number: 78
User prompt
Fix Bug: 'TypeError: parseInt is not a function' in this line: 'var currentScore = parseInt(self.game.scoreTxt.text, 10);' Line Number: 78
var ArenaCircle = Container.expand(function () {
var self = Container.call(this);
self.radius = 2048 * 0.4;
var circleGraphics = self.createAsset('arenaCircle', 'Arena Circle Graphics', 0.5, 0.5);
var orbitLine = self.createAsset('orbitLine', 'Orbit Line Graphics', 0.5, 0.5);
circleGraphics.width = self.radius * 2;
circleGraphics.height = self.radius * 2;
orbitLine.width = self.radius * 2;
orbitLine.height = 10;
orbitLine.tint = 0xFFFFFF;
self.addChild(circleGraphics);
self.addChild(orbitLine);
self.x = 2048 / 2;
self.y = 2732 / 2;
});
var Ball = Container.expand(function (arenaRadius, paddle, game) {
var self = Container.call(this);
self.game = game;
Ball.prototype.intersectsBounds = function (boundsA, boundsB) {
return boundsA.x < boundsB.x + boundsB.width && boundsA.x + boundsA.width > boundsB.x && boundsA.y < boundsB.y + boundsB.height && boundsA.y + boundsA.height > boundsB.y;
};
self.paddle = paddle;
Ball.prototype.isCollidingWithArenaEdge = function (arenaCircle) {
var dx = this.x - 2048 / 2;
var dy = this.y - 2732 / 2;
var distance = Math.sqrt(dx * dx + dy * dy);
return distance + this.width / 2 > arenaCircle.radius;
};
var ballGraphics = self.createAsset('ball', 'Ball Graphics', 0.5, 0.5);
var angleToPaddle = Math.atan2(100 - 2732 / 2, 2048 / 2 - 2048 / 2);
self.velocity = {
x: 5 * Math.cos(angleToPaddle),
y: 5 * Math.sin(angleToPaddle)
};
self.radius = arenaRadius;
self.move = function (arenaCircle) {
this.applyVelocity();
if (this.isCollidingWithPaddle(this.paddle)) {
this.bounceOffPaddle(this.paddle);
} else if (this.isCollidingWithArenaEdge(arenaCircle)) {
LK.showGameOver();
this.reset();
}
this.x += this.velocity.x;
this.y += this.velocity.y;
};
Ball.prototype.applyVelocity = function () {
var dx = this.x - 2048 / 2;
var dy = this.y - 2732 / 2;
var angle = Math.atan2(dy, dx);
var speed = Math.sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y);
angle += this.velocity.angleChange;
this.x = 2048 / 2 + Math.cos(angle) * this.radius;
this.y = 2732 / 2 + Math.sin(angle) * this.radius;
};
Ball.prototype.checkArenaCollision = function (paddle, arenaCircle) {
if (this.isCollidingWithArenaEdge(arenaCircle)) {
this.bounceOffArenaEdge(paddle.angle, paddle.speed);
} else if (this.isCollidingWithPaddle(paddle)) {
this.bounceOffPaddle(paddle);
}
};
Ball.prototype.isCollidingWithPaddle = function (paddle) {
if (paddle) {
if (paddle) {
var paddleBounds = paddle.getBounds();
var ballBounds = this.getBounds();
return paddleBounds && ballBounds && this.intersectsBounds(paddleBounds, ballBounds);
}
}
return false;
};
Ball.prototype.bounceOffPaddle = function (paddle) {
var angleToPaddleCenter = Math.atan2(paddle.y - this.y, paddle.x - this.x);
var speed = Math.sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y);
this.velocity.x = speed * Math.cos(angleToPaddleCenter + Math.PI);
this.velocity.y = speed * Math.sin(angleToPaddleCenter + Math.PI);
var currentScore = parseInt(this.game.scoreTxt.text, 10);
self.game.scoreTxt.setText((currentScore + 1).toString());
};
self.reset = function () {
self.x = 2048 / 2;
self.y = 2732 / 2;
var initialAngle = Math.random() * 2 * Math.PI;
self.velocity = {
x: 5 * Math.cos(initialAngle),
y: 5 * Math.sin(initialAngle)
};
};
});
var Paddle = Container.expand(function (arenaRadius) {
var self = Container.call(this);
var paddleGraphics = self.createAsset('paddle', 'Paddle Graphics', 0.5, 0.5);
self.addChild(paddleGraphics);
self.angle = 0;
self.radius = arenaRadius;
self.speed = 0.05;
self.move = function () {
this.updatePosition();
};
Paddle.prototype.updatePosition = function () {
self.angle += self.speed;
var cosAngle = Math.cos(self.angle);
var sinAngle = Math.sin(self.angle);
self.x = self.radius * cosAngle + 2048 / 2;
self.y = self.radius * sinAngle + 2732 / 2;
paddleGraphics.rotation = self.angle + Math.PI / 2 + Math.PI / 2;
};
self.reverseDirection = function () {
self.speed *= -1;
};
});
var Game = Container.expand(function () {
var self = Container.call(this);
self.updateScore = function (hit) {
if (hit) {
var currentScore = scoreTxt.text ? parseInt(scoreTxt.text.toString(), 10) : 0;
scoreTxt.setText((currentScore + 1).toString());
}
};
LK.stageContainer.setBackgroundColor(0x000000);
var arenaCircle = self.addChild(new ArenaCircle());
var paddle = self.addChild(new Paddle(arenaCircle.radius));
paddle.x = 2048 / 2;
paddle.y = 100;
var ball = self.addChild(new Ball(arenaCircle.radius, paddle, self));
ball.reset();
self.scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
self.scoreTxt.anchor.set(.5, 0);
LK.gui.topCenter.addChild(self.scoreTxt);
var isGameOver = false;
LK.on('tick', function () {
paddle.move();
ball.move(arenaCircle);
});
stage.on('down', function (obj) {
paddle.reverseDirection();
});
});
===================================================================
--- original.js
+++ change.js
@@ -74,9 +74,9 @@
var angleToPaddleCenter = Math.atan2(paddle.y - this.y, paddle.x - this.x);
var speed = Math.sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y);
this.velocity.x = speed * Math.cos(angleToPaddleCenter + Math.PI);
this.velocity.y = speed * Math.sin(angleToPaddleCenter + Math.PI);
- var currentScore = window.parseInt(this.game.scoreTxt.text, 10);
+ var currentScore = parseInt(this.game.scoreTxt.text, 10);
self.game.scoreTxt.setText((currentScore + 1).toString());
};
self.reset = function () {
self.x = 2048 / 2;
Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. top-down. seen from above. curling stone
Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. top-down. seen from above. colored curling stone
game background. In-Game asset. 2d. vector illustration. High contrast. No shadows. top-down. winter curling Olympics
Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. round curling ice ring. top-down. seen from above
Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. board panel. WOW text
a banner displaying the text WOW Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
golden radial liquid cartoony puffed explosion. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
round frozen golden curling ball seen from above. text (+2) inscribed on it. sylized.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.