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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
@@ -293,23 +293,25 @@
}
function handleTimer() {
timerSeconds -= 1; // Decrement the timer by one second
timerTxt.setText(timerSeconds.toString()); // Update the timer display with conditional color change
+ var animateTimer = null;
if (timerSeconds <= 5) {
timerTxt.tint = 0xff0000;
// Animate timerTxt width and height
- var animateTimer = LK.setInterval(function () {
- timerTxt.width += 10; // Increase size bump
- timerTxt.height += 10; // Increase size bump
- if (timerTxt.width >= 250 || timerTxt.height >= 250) {
- // Increase target size for bump
- LK.clearInterval(animateTimer);
+ var growDirection = 1;
+ animateTimer = LK.setInterval(function () {
+ timerTxt.width += 5;
+ timerTxt.height += 5;
+ if (timerTxt.width >= 200 || timerTxt.height >= 200 || timerTxt.width <= 100 || timerTxt.height <= 100) {
+ growDirection *= -1;
}
}, 16); // Run every 16ms (~60FPS)
} else {
timerTxt.tint = 0x006400;
}
if (timerSeconds <= 0) {
+ LK.clearInterval(animateTimer);
LK.clearInterval(timerInterval); // Stop the timer when it reaches 0
LK.setScore(score); // Save the final score using the platform's tool
LK.showGameOver(); // Show game over screen
}