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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
@@ -211,9 +211,9 @@
var currentShootBuckets = 0;
var maxSpeed = 100;
var ballPassedAboveHoop = false;
var ballPassedInsideHoop = false;
-var timerSeconds = 7;
+var timerSeconds = 60;
60; // Set the initial timer value in seconds
var ball = null;
var hoop = null;
var score = 0;
@@ -258,8 +258,17 @@
y: 0
});
game.addChild(background);
// Score UI
+ // Create and configure the 'Score' label text
+ var scoreLabelTxt = new Text2('Score', {
+ size: 100,
+ fill: "#FFFFFF",
+ weight: 1000,
+ dropShadow: true
+ });
+ scoreLabelTxt.anchor.set(0.5, 0);
+ LK.gui.top.addChild(scoreLabelTxt);
scoreTxt = new Text2(score.toString(), {
size: 150,
fill: "#006400",
weight: 1000,
@@ -299,10 +308,10 @@
timerTxt.tint = 0xff0000;
// Animate timerTxt width and height
var growDirection = 1;
animateTimer = LK.setInterval(function () {
- timerTxt.width += 5;
- timerTxt.height += 5;
+ timerTxt.width += growDirection * 4;
+ timerTxt.height += growDirection * 4;
if (timerTxt.width >= 200 || timerTxt.height >= 200 || timerTxt.width <= 100 || timerTxt.height <= 100) {
growDirection *= -1;
}
}, 16); // Run every 16ms (~60FPS)