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
@@ -16,10 +16,10 @@
self.y += self.velocityY; // Fall speed with acceleration
}
};
});
-// Class for the poles consisting of cubes
-var Pole = Container.expand(function () {
+// Class for the poles consisting of cubes with synchronized horizontal movement
+var CubePole = Container.expand(function () {
var self = Container.call(this);
self.cubes = [];
self.addCube = function () {
var cube = new Cube();
@@ -61,30 +61,36 @@
};
self.getHeight = function () {
return self.cubes.length * 100 + (self.cubes.length - 1) * 2;
};
+ self.syncHeroHorizontalMovement = function (hero) {
+ if (self.intersects(hero)) {
+ hero.x = self.x;
+ }
+ };
});
-// Class for the player's hero
+// Class for the player's hero with CubePole reference
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.isOnGround = false;
self.velocityY = 0;
- self.collidingWithPole = false;
+ self.currentPole = null; // Reference to the current CubePole
self.jump = function () {
if (self.isOnGround) {
self.velocityY = -15;
self.isOnGround = false;
+ self.currentPole = null; // Detach from CubePole when jumping
}
};
self.update = function () {
self.y += self.velocityY;
self.velocityY += 0.5; // Gravity effect
- if (self.collidingWithPole) {
- self.x += poleMoveSpeed;
+ if (self.currentPole) {
+ self.currentPole.syncHeroHorizontalMovement(self);
}
};
});
@@ -101,9 +107,8 @@
// Initialize assets used in the game.
// Initialize important asset arrays
var poles = [];
var hero;
-var poleMoveSpeed = 5;
// Create the hero
hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 150; // Start above the bottom of the screen
@@ -130,22 +135,17 @@
});
// Game tick update
LK.on('tick', function () {
hero.update();
- // Collision detection with poles
+ // Collision detection with CubePoles and syncing hero's horizontal movement
for (var i = 0; i < poles.length; i++) {
var pole = poles[i];
- 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();
- } else if (hero.x < pole.x + pole.width / 2) {
- hero.collidingWithPole = true;
- }
- } else {
- hero.collidingWithPole = false;
+ if (hero.intersects(pole) && 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();
+ hero.currentPole = pole; // Set the hero's current CubePole
}
}
// Remove off-screen poles and create new ones
var poleSpacing = 2;
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.