User prompt
Fix Bug: 'Uncaught ReferenceError: Pole is not defined' in or related to this line: 'var pole = game.addChild(new Pole());' Line Number: 121
User prompt
when colliding with cubes, the hero must move horizontally in sync with the cubes
User prompt
the left side of the pillar is an obstacle for the hero; upon meeting an obstacle, the hero moves horizontally synchronously with the pillars
User prompt
the left side of the cube is an obstacle for the hero; when meeting an obstacle, the hero moves horizontally along with the cubes
User prompt
the left side of the cube is an obstacle for the hero; when meeting an obstacle, the hero moves horizontally along with the cubes
User prompt
the left side of the cube is an obstacle for the hero; when meeting an obstacle, the hero moves horizontally along with the cubes
User prompt
the left side of the cube is an obstacle for the hero
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars, the obstacle is the left side of the cube
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars, the obstacle is the left side of the cube
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars, the obstacle is the left side of the cube
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars, the obstacle is the left side of the cube
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars, the obstacle is the left side of the cube
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars; the obstacle and collision is the left side of the cube
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars; the obstacle and collision is the left side of the cube
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars; the obstacle and collision is the left side of the cube
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars; the obstacle and collision is the left side of the cube
User prompt
cancel auto-jump when encountering an obstacle the hero must move horizontally along with the pillars, the obstacle is the left side of the cube
User prompt
cancel auto-jump when encountering an obstacle the hero must move horizontally along with the pillars, the obstacle is the left side of the cube
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars, the obstacle is the left side of the cube
User prompt
increase the speed of falling cubes by 5 times
User prompt
double the speed at which cubes fall
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars, the obstacle is the left side of the pillar
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars, the obstacle is the left side of the pillar
User prompt
clarify the collision between the hero and the pillars
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars, the obstacle is the left side of the cube
===================================================================
--- original.js
+++ change.js
@@ -16,20 +16,14 @@
self.y += self.velocityY; // Fall speed with acceleration
}
};
});
-// Class for the left side of the cube as an obstacle
-var CubeObstacle = Container.expand(function () {
- var self = Container.call(this);
- self.attachAsset('cube', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.isObstacle = true;
-});
// Class for the poles consisting of cubes
var Pole = Container.expand(function () {
var self = Container.call(this);
+ self.getWidth = function () {
+ return 100; // Width of the cube, since all poles are made of cubes
+ };
self.cubes = [];
self.addCube = function () {
var cube = new Cube();
cube.y = -(self.cubes.length * 100) - (self.cubes.length - 1) * 2;
@@ -74,8 +68,10 @@
});
// Class for the player's hero
var Hero = Container.expand(function () {
var self = Container.call(this);
+ self.collidingLeft = false;
+ self.horizontalSpeed = 5; // Speed at which the hero moves horizontally when colliding
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
@@ -89,8 +85,11 @@
};
self.update = function () {
self.y += self.velocityY;
self.velocityY += 0.5; // Gravity effect
+ if (self.collidingLeft) {
+ self.x += self.horizontalSpeed;
+ }
};
});
/****
@@ -134,24 +133,21 @@
});
// Game tick update
LK.on('tick', function () {
hero.update();
- // Collision detection with poles and cube obstacles
+ // Collision detection with poles
for (var i = 0; i < poles.length; i++) {
var pole = poles[i];
- for (var j = 0; j < pole.cubes.length; j++) {
- var cube = pole.cubes[j];
- if (cube.isObstacle && hero.intersects(cube) && hero.x < cube.x) {
- hero.velocityY = 0; // Stop vertical movement
- hero.x = cube.x - cube.width / 2 - hero.width / 2; // Reposition hero to the left of the obstacle
- break; // Stop checking other cubes once an obstacle is hit
- }
- if (!cube.isObstacle && hero.intersects(cube) && hero.velocityY > 0 && hero.y + hero.height / 2 < cube.y) {
- hero.y = cube.y - cube.height - hero.height / 2;
+ if (hero.intersects(pole)) {
+ if (hero.velocityY > 0 && hero.y + hero.height / 2 < pole.y) {
+ hero.y = pole.y - pole.getHeight() - hero.height / 2;
hero.isOnGround = true;
hero.velocityY = 0;
pole.slideDownUp();
- break; // Stop checking other cubes once the hero lands
+ } else if (hero.x + hero.width / 2 > pole.x && hero.x + hero.width / 2 < pole.x + pole.getWidth()) {
+ hero.collidingLeft = true;
+ } else {
+ hero.collidingLeft = false;
}
}
}
// Remove off-screen poles and create new ones
girl sitting on Wrecking Ball, cartoon style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
construction cranes on the sides of the frame, depth of field blur, cartoon style, black and white. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
"ALARM" text bubble, comic style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
the surface is gray, concrete with a black square in the center. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Wrecking Ball with eyes, cartoon style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
the surface is red, concrete with a black square in the center.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
"ALARM" text bubble yellow, comic book style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
the surface is yellow, concrete with a black square in the center. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.