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in swipeAnim, separate the target setting and the asset movement
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in swipeAnim, update the rotation of the asset toward the target
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in swipeAnim, alternate the targetX each time between these values: 1*game.width *0.25 2*game.width *0.25 3*game.width *0.25
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implement swipeAnim, bt adding the swipe asset and make it move infinetly from ball to the center of the screen
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implement animateScore with wdith and height grow and restore of scoreTxt
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animate scoreTxt when player scores
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add a little label "Score" above the scoreTxt
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in animateTimer make size bump
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in animateTimer make size increase then decrease each sec
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in handleTimer , when time is under 5, animate timerTxt width and height
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Please fix the bug: 'Timeout.tick error: timerInterval is not defined' in or related to this line: 'LK.clearInterval(timerInterval); // Stop the timer when it reaches 0' Line Number: 321
===================================================================
--- original.js
+++ change.js
@@ -223,8 +223,9 @@
var background = null;
var scoreTxt = null;
var timerTxt = null;
var minShootSpeed = 30;
+var timerInterval = null;
/* ********************************************************************************* */
/* ******************************* INPUT HANDLERS ********************************** */
/* ********************************************************************************* */
game.on('down', function (obj) {
@@ -275,9 +276,8 @@
});
timerTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(timerTxt);
// Update the timer every second
- var timerInterval;
timerInterval = LK.setInterval(handleTimer, 1000); // Set the interval to update every 1000ms (1 second)
ball = game.addChild(new Ball());
ball.reset();
hoop = game.addChild(new Hoop());